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Comparing deliantra/server/common/map.C (file contents):
Revision 1.134 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.152 by root, Tue Dec 23 01:51:27 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"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
245 244
246 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
247 tmp = next; 246 tmp = next;
248 } 247 }
249 248
250 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
251 * carrying. 250 //TODO: remove
252 */ 251 container->update_weight ();
253 sum_weight (container);
254} 252}
255 253
256void 254void
257maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
258{ 256{
260 return; 258 return;
261 259
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
265} 276}
266 277
267/* link_multipart_objects go through all the objects on the map looking 278/* 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 279 * 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 280 * info we have, they only have the head (as would be expected when
314 switch (f.kw) 325 switch (f.kw)
315 { 326 {
316 case KW_arch: 327 case KW_arch:
317 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
318 { 329 {
330 // TODO: why?
319 if (op->inv) 331 if (op->inv)
320 sum_weight (op); 332 op->update_weight ();
321 333
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 335 {
324 // we insert manually because 336 // we insert manually because
325 // a) its way faster 337 // a) its way faster
642 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
643 655
644 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
647 660
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 663
651 // old names new names 664 // old names new names
701 714
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1; 716 unique = 1;
704 717
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 719 op->destroy ();
709 }
710 720
711 op = above; 721 op = above;
712 } 722 }
713 } 723 }
714} 724}
725 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
731 742
732 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
733 744
734 if (shopitems) 745 if (shopitems)
801 812
802 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
803 814
804 object *head = op->head_ (); 815 object *head = op->head_ ();
805 if (op == head) 816 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 817 op->destroy ();
809 }
810 else if (head->map != op->map) 818 else if (head->map != op->map)
811 { 819 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 821 head->destroy ();
814 } 822 }
815 } 823 }
816 824
817 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
818 } 826 }
819 827
820 if (buttons) 828 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
822 830
823 sfree (regions, size ()); regions = 0; 831 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 832 delete [] regionmap; regionmap = 0;
825} 833}
826 834
827void 835void
828maptile::clear_header () 836maptile::clear_header ()
982 990
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 992 {
985 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
986 994
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
988 total_exp += at->stats.exp * 8; 997 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
991 } 1006 }
992 } 1007 }
993 1008
994 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
995 1010
1034 else 1049 else
1035 darkness = new_level; 1050 darkness = new_level;
1036 1051
1037 /* All clients need to get re-updated for the change */ 1052 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1053 update_all_map_los (this);
1054
1039 return 1; 1055 return 1;
1040} 1056}
1041 1057
1042/* 1058/*
1043 * This function updates various attributes about a specific space 1059 * This function updates various attributes about a specific space
1046 * through, etc) 1062 * through, etc)
1047 */ 1063 */
1048void 1064void
1049mapspace::update_ () 1065mapspace::update_ ()
1050{ 1066{
1051 object *tmp, *last = 0; 1067 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1069 sint8 light = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1054 1071
1055 //object *middle = 0; 1072 //object *middle = 0;
1056 //object *top = 0; 1073 //object *top = 0;
1057 //object *floor = 0; 1074 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1075 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1076 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1077 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1078 object *&floor = faces_obj[2] = 0;
1062 1079
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1081 {
1065 /* This could be made additive I guess (two lights better than 1082 // 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; 1083 light += tmp->glow_radius;
1072 1084
1073 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1107 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1108 {
1097 middle = tmp; 1109 middle = tmp;
1098 anywhere = 1; 1110 anywhere = 1;
1099 } 1111 }
1112
1100 /* Find the highest visible face around. If equal 1113 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1114 * visibilities, we still want the one nearer to the
1102 * top 1115 * top
1103 */ 1116 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1139 }
1127 1140
1128 this->light = light; 1141 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1142 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1144 this->move_on = move_on;
1132 this->move_off = move_off; 1145 this->move_off = move_off;
1133 this->move_slow = move_slow; 1146 this->move_slow = move_slow;
1153 * 1) top face is set, need middle to be set. 1166 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1167 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1168 * 3) neither middle or top is set - need to set both.
1156 */ 1169 */
1157 1170
1158 for (tmp = last; tmp; tmp = tmp->below) 1171 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1172 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1173 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1175 break;
1163 1176
1566} 1579}
1567 1580
1568object * 1581object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1582maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1583{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1584 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1585}
1576 1586
1577region * 1587region *
1578maptile::region (int x, int y) const 1588maptile::region (int x, int y) const
1588 1598
1589 return ::region::default_region (); 1599 return ::region::default_region ();
1590} 1600}
1591 1601
1592/* picks a random object from a style map. 1602/* 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 */ 1603 */
1596object * 1604object *
1597maptile::pick_random_object () const 1605maptile::pick_random_object (rand_gen &gen) const
1598{ 1606{
1599 /* while returning a null object will result in a crash, that 1607 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1608 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1609 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1610 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1611 * any difference, but this seems clearer to me.
1604 */ 1612 */
1605 for (int i = 1000; --i;) 1613 for (int i = 1000; --i;)
1606 { 1614 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1615 object *pick = at (gen (width), gen (height)).bot;
1608 1616
1609 // do not prefer big monsters just because they are big. 1617 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1618 if (pick && pick->is_head ())
1611 return pick->head_ (); 1619 return pick->head_ ();
1612 } 1620 }
1613 1621
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1622 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1623 return archetype::find ("bug");
1616} 1624}
1617 1625
1618void 1626void
1619maptile::play_sound (faceidx sound, int x, int y) const 1627maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1628{
1621 if (!sound) 1629 if (!sound)
1622 return; 1630 return;
1623 1631
1624 for_all_players (pl) 1632 for_all_players_on_map (pl, this)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1633 if (client *ns = pl->ns)
1627 { 1634 {
1628 int dx = x - pl->ob->x; 1635 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1636 int dy = y - pl->ob->y;
1630 1637
1631 int distance = idistance (dx, dy); 1638 int distance = idistance (dx, dy);
1632 1639
1633 if (distance <= MAX_SOUND_DISTANCE) 1640 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1641 ns->play_sound (sound, dx, dy);
1635 } 1642 }
1636} 1643}
1637 1644

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