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Comparing deliantra/server/common/map.C (file contents):
Revision 1.132 by root, Thu Nov 8 19:43:23 2007 UTC vs.
Revision 1.145 by root, Mon Aug 11 23:23:41 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
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
725 MAP_OUT (swap_time); 736 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 737 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 738 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 739 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 740 MAP_OUT (no_reset);
741 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 742 MAP_OUT (difficulty);
731 743
732 if (default_region) MAP_OUT2 (region, default_region->name); 744 if (default_region) MAP_OUT2 (region, default_region->name);
733 745
734 if (shopitems) 746 if (shopitems)
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 825 head->destroy ();
814 } 826 }
815 } 827 }
816 828
817 sfree (spaces, size ()), spaces = 0; 829 sfree0 (spaces, size ());
818 } 830 }
819 831
820 if (buttons) 832 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 833 free_objectlinkpt (buttons), buttons = 0;
822 834
823 sfree (regions, size ()); regions = 0; 835 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 836 delete [] regionmap; regionmap = 0;
825} 837}
826 838
827void 839void
828maptile::clear_header () 840maptile::clear_header ()
982 994
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 995 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 996 {
985 total_exp += op->stats.exp; 997 total_exp += op->stats.exp;
986 998
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 999 if (archetype *at = op->other_arch)
1000 {
988 total_exp += at->stats.exp * 8; 1001 total_exp += at->stats.exp * 8;
989
990 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 }
991 } 1010 }
992 } 1011 }
993 1012
994 avgexp = (double) total_exp / monster_cnt; 1013 avgexp = (double) total_exp / monster_cnt;
995 1014
1034 else 1053 else
1035 darkness = new_level; 1054 darkness = new_level;
1036 1055
1037 /* All clients need to get re-updated for the change */ 1056 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1057 update_all_map_los (this);
1058
1039 return 1; 1059 return 1;
1040} 1060}
1041 1061
1042/* 1062/*
1043 * This function updates various attributes about a specific space 1063 * This function updates various attributes about a specific space
1046 * through, etc) 1066 * through, etc)
1047 */ 1067 */
1048void 1068void
1049mapspace::update_ () 1069mapspace::update_ ()
1050{ 1070{
1051 object *tmp, *last = 0; 1071 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1053 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;
1054 1074
1055 //object *middle = 0; 1075 //object *middle = 0;
1056 //object *top = 0; 1076 //object *top = 0;
1058 // this seems to generate better code than using locals, above 1078 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1079 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1080 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1081 object *&floor = faces_obj[2] = 0;
1062 1082
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1084 {
1065 /* This could be made additive I guess (two lights better than 1085 /* This could be made additive I guess (two lights better than
1066 * 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
1067 * light bulbs do not illuminate twice as far as once since 1087 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed. 1088 * it is a dissapation factor that is cubed.
1069 */ 1089 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1090 light = max (light, tmp->glow_radius);
1072 1091
1073 /* This call is needed in order to update objects the player 1092 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1093 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1094 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1095 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1114 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1115 {
1097 middle = tmp; 1116 middle = tmp;
1098 anywhere = 1; 1117 anywhere = 1;
1099 } 1118 }
1119
1100 /* Find the highest visible face around. If equal 1120 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1121 * visibilities, we still want the one nearer to the
1102 * top 1122 * top
1103 */ 1123 */
1104 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))
1117 move_off |= tmp->move_off; 1137 move_off |= tmp->move_off;
1118 move_allow |= tmp->move_allow; 1138 move_allow |= tmp->move_allow;
1119 1139
1120 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1121 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1122 if (tmp->type == PLAYER) flags |= P_PLAYER;
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1142 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1143 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1144 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1145 }
1127 1146
1153 * 1) top face is set, need middle to be set. 1172 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1173 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1174 * 3) neither middle or top is set - need to set both.
1156 */ 1175 */
1157 1176
1158 for (tmp = last; tmp; tmp = tmp->below) 1177 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1178 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1179 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1181 break;
1163 1182
1221maptile::tile_available (int dir, bool load) 1240maptile::tile_available (int dir, bool load)
1222{ 1241{
1223 if (!tile_path[dir]) 1242 if (!tile_path[dir])
1224 return 0; 1243 return 0;
1225 1244
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1245 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1; 1246 return 1;
1228 1247
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1248 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1249 return 1;
1231 1250
1566} 1585}
1567 1586
1568object * 1587object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1588maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1589{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1590 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1591}
1576 1592
1577region * 1593region *
1578maptile::region (int x, int y) const 1594maptile::region (int x, int y) const
1588 1604
1589 return ::region::default_region (); 1605 return ::region::default_region ();
1590} 1606}
1591 1607
1592/* picks a random object from a style map. 1608/* 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 */ 1609 */
1596object * 1610object *
1597maptile::pick_random_object () const 1611maptile::pick_random_object (rand_gen &gen) const
1598{ 1612{
1599 /* while returning a null object will result in a crash, that 1613 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1614 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1615 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1616 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1617 * any difference, but this seems clearer to me.
1604 */ 1618 */
1605 for (int i = 1000; --i;) 1619 for (int i = 1000; --i;)
1606 { 1620 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1621 object *pick = at (gen (width), gen (height)).bot;
1608 1622
1609 // do not prefer big monsters just because they are big. 1623 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1624 if (pick && pick->is_head ())
1611 return pick->head_ (); 1625 return pick->head_ ();
1612 } 1626 }
1613 1627
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1628 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1629 return archetype::find ("bug");
1616} 1630}
1617 1631
1618void 1632void
1619maptile::play_sound (faceidx sound, int x, int y) const 1633maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1634{

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