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Comparing deliantra/server/common/map.C (file contents):
Revision 1.124 by root, Tue Sep 4 05:43:20 2007 UTC vs.
Revision 1.165 by root, Tue Oct 20 05:57:08 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
32 32
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
71 * by the caller. 71 * by the caller.
72 */ 72 */
73int 73int
74blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 75{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 77 * have already checked this.
81 */ 78 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 80 {
86 } 83 }
87 84
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
89 * directly. 86 * directly.
90 */ 87 */
91 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
92 89
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
94 92
95 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 95 * things we need to do for players.
98 */ 96 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 98 return 0;
101 99
102 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
118 */ 116 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 118 {
121 119 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 120 {
125 /* If last_sp is set, the player/monster needs an object, 121 if (tmp->type == CHECK_INV)
126 * so we check for it. If they don't have it, they can't
127 * pass through this space.
128 */
129 if (tmp->last_sp)
130 { 122 {
131 if (check_inv_recursive (ob, tmp) == NULL) 123 bool have = check_inv_recursive (ob, tmp);
124
125 // last_sp set means we block if we don't have.
126 if (logical_xor (have, tmp->last_sp))
132 return 1; 127 return 1;
133 else 128 }
134 continue; 129 else if (tmp->type == T_MATCH)
130 {
131 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails
133
134 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common.
136 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1;
135 } 138 }
136 else 139 else
137 { 140 return 1; // unconditional block
138 /* In this case, the player must not have the object - 141
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 142 } else {
148 { 143 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 144 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 145 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 146
158 if (tmp->flag [FLAG_ALIVE] 147 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 148 && tmp->head_ () != ob
160 && tmp != ob 149 && tmp != ob
161 && tmp->type != DOOR 150 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 151 && !tmp->flag [FLAG_WIZPASS])
163 return 1; 152 return 1;
164 } 153 }
165
166 } 154 }
155
167 return 0; 156 return 0;
168} 157}
169 158
170/* 159/*
171 * Returns true if the given object can't fit in the given spot. 160 * 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, 161 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 162 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 163 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 164 * object and makes sure they can be inserted.
176 * 165 *
177 * While this doesn't call out of map, the get_map_flags does. 166 * While this doesn't call out of map, the get_map_flags does.
178 * 167 *
179 * This function has been used to deprecate arch_out_of_map - 168 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 169 * this function also does that check, and since in most cases,
191 * 180 *
192 * Note this used to be arch_blocked, but with new movement 181 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 182 * code, we need to have actual object to check its move_type
194 * against the move_block values. 183 * against the move_block values.
195 */ 184 */
196int 185bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 186object::blocked (maptile *m, int x, int y) const
198{ 187{
199 archetype *tmp; 188 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 } 189 {
190 mapxy pos (m, x + tmp->x, y + tmp->y);
213 191
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 192 if (!pos.normalise ())
215 { 193 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 194
218 if (flag & P_OUT_OF_MAP) 195 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 196
220 if (flag & P_IS_ALIVE) 197 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 198 return 1;
222 199
223 mapspace &ms = m1->at (sx, sy); 200 /* However, often ob doesn't have any move type
224 201 * (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. 202 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 203 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 204 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 205 continue;
232 206
233 /* Note it is intentional that we check ob - the movement type of the 207 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 208 * head of the object should correspond for the entire object.
235 */ 209 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 210 if (ms.blocks (move_type))
237 return P_NO_PASS; 211 return 1;
238 } 212 }
239 213
240 return 0; 214 return 0;
241} 215}
242 216
260 234
261 insert_ob_in_ob (tmp, container); 235 insert_ob_in_ob (tmp, container);
262 tmp = next; 236 tmp = next;
263 } 237 }
264 238
265 /* sum_weight will go through and calculate what all the containers are 239 // go through and calculate what all the containers are carrying.
266 * carrying. 240 //TODO: remove
267 */ 241 container->update_weight ();
268 sum_weight (container);
269} 242}
270 243
271void 244void
272maptile::set_object_flag (int flag, int value) 245maptile::set_object_flag (int flag, int value)
273{ 246{
275 return; 248 return;
276 249
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 250 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 251 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 252 tmp->flag [flag] = value;
253}
254
255void
256maptile::post_load_original ()
257{
258 if (!spaces)
259 return;
260
261 set_object_flag (FLAG_OBJ_ORIGINAL);
262
263 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp);
280} 266}
281 267
282/* link_multipart_objects go through all the objects on the map looking 268/* 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 269 * 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 270 * info we have, they only have the head (as would be expected when
322bool 308bool
323maptile::_load_objects (object_thawer &f) 309maptile::_load_objects (object_thawer &f)
324{ 310{
325 for (;;) 311 for (;;)
326 { 312 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 313 coroapi::cede_to_tick (); // cede once in a while
328 314
329 switch (f.kw) 315 switch (f.kw)
330 { 316 {
331 case KW_arch: 317 case KW_arch:
332 if (object *op = object::read (f, this)) 318 if (object *op = object::read (f, this))
333 { 319 {
320 // TODO: why?
334 if (op->inv) 321 if (op->inv)
335 sum_weight (op); 322 op->update_weight ();
336 323
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 324 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
325 {
326 // we insert manually because
327 // a) its way faster
328 // b) we remove manually, too, and there are good reasons for that
329 // c) it's correct
330 mapspace &ms = at (op->x, op->y);
331
332 op->flag [FLAG_REMOVED] = false;
333
334 op->above = 0;
335 op->below = ms.top;
336
337 *(ms.top ? &ms.top->above : &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:
545 return items; 554 return items;
546} 555}
547 556
548/* opposite of parse string, this puts the string that was originally fed in to 557/* opposite of parse string, this puts the string that was originally fed in to
549 * the map (or something equivilent) into output_string. */ 558 * the map (or something equivilent) into output_string. */
550static void 559static const char *
551print_shop_string (maptile *m, char *output_string) 560print_shop_string (maptile *m)
552{ 561{
553 int i; 562 static dynbuf_text buf; buf.clear ();
554 char tmp[MAX_BUF];
555 563
556 strcpy (output_string, "");
557 for (i = 0; i < m->shopitems[0].index; i++) 564 for (int i = 0; i < m->shopitems[0].index; i++)
558 { 565 {
559 if (m->shopitems[i].typenum) 566 if (m->shopitems[i].typenum)
560 { 567 {
561 if (m->shopitems[i].strength) 568 if (m->shopitems[i].strength)
562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 569 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
563 else 570 else
564 sprintf (tmp, "%s;", m->shopitems[i].name); 571 buf.printf ("%s;", m->shopitems[i].name);
565 } 572 }
566 else 573 else
567 { 574 {
568 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
569 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 576 buf.printf ("*:%d;", m->shopitems[i].strength);
570 else 577 else
571 sprintf (tmp, "*"); 578 buf.printf ("*");
572 } 579 }
573
574 strcat (output_string, tmp);
575 } 580 }
581
582 return buf;
576} 583}
577 584
578/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
579 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
580 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
632 case KW_sky: thawer.get (sky); break; 639 case KW_sky: thawer.get (sky); break;
633 640
634 case KW_per_player: thawer.get (per_player); break; 641 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 642 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 643 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break;
637 645
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 646 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 647 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 648
641 // old names new names 649 // old names new names
691 699
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693 unique = 1; 701 unique = 1;
694 702
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 704 op->destroy ();
699 }
700 705
701 op = above; 706 op = above;
702 } 707 }
703 } 708 }
704} 709}
715 MAP_OUT (swap_time); 720 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 721 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 722 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 723 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 724 MAP_OUT (no_reset);
725 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 726 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name); 727 if (default_region) MAP_OUT2 (region, default_region->name);
723 728
724 if (shopitems) 729 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed); 730 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin); 731 MAP_OUT (shopmin);
733 MAP_OUT (shopmax); 732 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace); 733 if (shoprace) MAP_OUT (shoprace);
734
735 MAP_OUT (darkness); 735 MAP_OUT (darkness);
736 MAP_OUT (width); 736 MAP_OUT (width);
737 MAP_OUT (height); 737 MAP_OUT (height);
738 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
778 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
779 */ 779 */
780void 780void
781maptile::clear () 781maptile::clear ()
782{ 782{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces) 783 if (spaces)
787 { 784 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot) 786 while (object *op = ms->bot)
790 { 787 {
788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
791
792 op->flag [FLAG_REMOVED] = true;
793
791 op = op->head_ (); 794 object *head = op->head_ ();
792 op->destroy_inv (false); 795 if (op == head)
793 op->destroy (); 796 op->destroy ();
797 else if (head->map != op->map)
798 {
799 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
800 head->destroy ();
801 }
794 } 802 }
795 803
796 sfree (spaces, size ()), spaces = 0; 804 sfree0 (spaces, size ());
797 } 805 }
798 806
799 if (buttons) 807 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0; 808 free_objectlinkpt (buttons), buttons = 0;
809
810 sfree0 (regions, size ());
811 delete [] regionmap; regionmap = 0;
801} 812}
802 813
803void 814void
804maptile::clear_header () 815maptile::clear_header ()
805{ 816{
905 op->destroy (); 916 op->destroy ();
906 } 917 }
907} 918}
908 919
909/* 920/*
910 * Updates every button on the map (by calling update_button() for them).
911 */
912void
913maptile::update_buttons ()
914{
915 for (oblinkpt *obp = buttons; obp; obp = obp->next)
916 for (objectlink *ol = obp->link; ol; ol = ol->next)
917 {
918 if (!ol->ob)
919 {
920 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
921 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922 continue;
923 }
924
925 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
926 {
927 update_button (ol->ob);
928 break;
929 }
930 }
931}
932
933/*
934 * This routine is supposed to find out the difficulty of the map. 921 * This routine is supposed to find out the difficulty of the map.
935 * difficulty does not have a lot to do with character level, 922 * difficulty does not have a lot to do with character level,
936 * but does have a lot to do with treasure on the map. 923 * but does have a lot to do with treasure on the map.
937 * 924 *
938 * Difficulty can now be set by the map creature. If the value stored 925 * Difficulty can now be set by the map creator. If the value stored
939 * in the map is zero, then use this routine. Maps should really 926 * in the map is zero, then use this routine. Maps should really
940 * have a difficulty set than using this function - human calculation 927 * have a difficulty set rather than using this function - human calculation
941 * is much better than this functions guesswork. 928 * is much better than this function's guesswork.
942 */ 929 */
943int 930int
944maptile::estimate_difficulty () const 931maptile::estimate_difficulty () const
945{ 932{
946 long monster_cnt = 0; 933 long monster_cnt = 0;
958 945
959 if (QUERY_FLAG (op, FLAG_GENERATOR)) 946 if (QUERY_FLAG (op, FLAG_GENERATOR))
960 { 947 {
961 total_exp += op->stats.exp; 948 total_exp += op->stats.exp;
962 949
963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 950 if (archetype *at = op->other_arch)
951 {
964 total_exp += at->stats.exp * 8; 952 total_exp += at->stats.exp * 8;
965
966 monster_cnt++; 953 monster_cnt++;
954 }
955
956 for (object *inv = op->inv; inv; inv = inv->below)
957 {
958 total_exp += op->stats.exp * 8;
959 monster_cnt++;
960 }
967 } 961 }
968 } 962 }
969 963
970 avgexp = (double) total_exp / monster_cnt; 964 avgexp = (double) total_exp / monster_cnt;
971 965
984 * postive values make it darker, negative make it brighter 978 * postive values make it darker, negative make it brighter
985 */ 979 */
986int 980int
987maptile::change_map_light (int change) 981maptile::change_map_light (int change)
988{ 982{
989 int new_level = darkness + change;
990
991 /* Nothing to do */ 983 /* Nothing to do */
992 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 984 if (!change)
993 return 0; 985 return 0;
994 986
995 /* inform all players on the map */ 987 /* inform all players on the map */
996 if (change > 0) 988 if (change > 0)
997 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
998 else 990 else
999 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 991 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1000 992
1001 /* Do extra checking. since darkness is a unsigned value, 993 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1002 * we need to be extra careful about negative values.
1003 * In general, the checks below are only needed if change
1004 * is not +/-1
1005 */
1006 if (new_level < 0)
1007 darkness = 0;
1008 else if (new_level >= MAX_DARKNESS)
1009 darkness = MAX_DARKNESS;
1010 else
1011 darkness = new_level;
1012 994
1013 /* All clients need to get re-updated for the change */ 995 /* All clients need to get re-updated for the change */
1014 update_all_map_los (this); 996 update_all_map_los (this);
997
1015 return 1; 998 return 1;
1016} 999}
1017 1000
1018/* 1001/*
1019 * This function updates various attributes about a specific space 1002 * This function updates various attributes about a specific space
1022 * through, etc) 1005 * through, etc)
1023 */ 1006 */
1024void 1007void
1025mapspace::update_ () 1008mapspace::update_ ()
1026{ 1009{
1027 object *tmp, *last = 0; 1010 object *last = 0;
1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1011 uint8 flags = P_UPTODATE, anywhere = 0;
1012 sint8 light = 0;
1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1030 1014
1031 //object *middle = 0; 1015 //object *middle = 0;
1032 //object *top = 0; 1016 //object *top = 0;
1033 //object *floor = 0; 1017 //object *floor = 0;
1034 // this seems to generate better code than using locals, above 1018 // this seems to generate better code than using locals, above
1035 object *&top = faces_obj[0] = 0; 1019 object *&top = faces_obj[0] = 0;
1036 object *&middle = faces_obj[1] = 0; 1020 object *&middle = faces_obj[1] = 0;
1037 object *&floor = faces_obj[2] = 0; 1021 object *&floor = faces_obj[2] = 0;
1038 1022
1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1040 { 1024 {
1041 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1042 * one). But if so, it shouldn't be a simple additive - 2
1043 * light bulbs do not illuminate twice as far as once since
1044 * it is a dissapation factor that is cubed.
1045 */
1046 if (tmp->glow_radius > light)
1047 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1048 1027
1049 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1050 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1051 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1052 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1051 {
1073 middle = tmp; 1052 middle = tmp;
1074 anywhere = 1; 1053 anywhere = 1;
1075 } 1054 }
1055
1076 /* Find the highest visible face around. If equal 1056 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the 1057 * visibilities, we still want the one nearer to the
1078 * top 1058 * top
1079 */ 1059 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 } 1082 }
1103 1083
1104 this->light = light; 1084 this->light = min (light, MAX_LIGHT_RADIUS);
1105 this->flags_ = flags; 1085 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow; 1086 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on; 1087 this->move_on = move_on;
1108 this->move_off = move_off; 1088 this->move_off = move_off;
1109 this->move_slow = move_slow; 1089 this->move_slow = move_slow;
1129 * 1) top face is set, need middle to be set. 1109 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top. 1110 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both. 1111 * 3) neither middle or top is set - need to set both.
1132 */ 1112 */
1133 1113
1134 for (tmp = last; tmp; tmp = tmp->below) 1114 for (object *tmp = last; tmp; tmp = tmp->below)
1135 { 1115 {
1136 /* Once we get to a floor, stop, since we already have a floor object */ 1116 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1138 break; 1118 break;
1139 1119
1191 vol += op->volume (); 1171 vol += op->volume ();
1192 1172
1193 return vol; 1173 return vol;
1194} 1174}
1195 1175
1196bool 1176maptile *
1197maptile::tile_available (int dir, bool load) 1177maptile::tile_available (int dir, bool load)
1198{ 1178{
1199 if (!tile_path[dir]) 1179 if (tile_path[dir])
1200 return 0; 1180 {
1201
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1181 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1203 return 1; 1182 return tile_map[dir];
1204 1183
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1184 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return 1; 1185 return tile_map[dir];
1186 }
1207 1187
1208 return 0; 1188 return 0;
1209} 1189}
1210 1190
1211/* this returns TRUE if the coordinates (x,y) are out of 1191/* this returns TRUE if the coordinates (x,y) are out of
1517 else 1497 else
1518 { 1498 {
1519 retval->distance_x += op2->x - x; 1499 retval->distance_x += op2->x - x;
1520 retval->distance_y += op2->y - y; 1500 retval->distance_y += op2->y - y;
1521 1501
1522 retval->part = NULL; 1502 retval->part = 0;
1523 retval->distance = idistance (retval->distance_x, retval->distance_y); 1503 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1504 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1525 } 1505 }
1526} 1506}
1527 1507
1528/* Returns true of op1 and op2 are effectively on the same map 1508/* Returns true of op1 and op2 are effectively on the same map
1542} 1522}
1543 1523
1544object * 1524object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags) 1525maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{ 1526{
1547 if (!op->flag [FLAG_REMOVED])
1548 op->remove ();
1549
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1527 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551} 1528}
1552 1529
1553region * 1530region *
1554maptile::region (int x, int y) const 1531maptile::region (int x, int y) const
1564 1541
1565 return ::region::default_region (); 1542 return ::region::default_region ();
1566} 1543}
1567 1544
1568/* picks a random object from a style map. 1545/* 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 */ 1546 */
1572object * 1547object *
1573maptile::pick_random_object () const 1548maptile::pick_random_object (rand_gen &gen) const
1574{ 1549{
1575 /* while returning a null object will result in a crash, that 1550 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because 1551 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash. 1552 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make 1553 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me. 1554 * any difference, but this seems clearer to me.
1580 */ 1555 */
1581 for (int i = 1000; --i;) 1556 for (int i = 1000; --i;)
1582 { 1557 {
1583 object *pick = at (rndm (width), rndm (height)).bot; 1558 object *pick = at (gen (width), gen (height)).bot;
1584 1559
1585 // do not prefer big monsters just because they are big. 1560 // do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick) 1561 if (pick && pick->is_head ())
1587 return pick->head_ (); 1562 return pick->head_ ();
1588 } 1563 }
1589 1564
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1565 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked"); 1566 return archetype::find ("bug");
1592} 1567}
1593 1568
1594void 1569void
1595maptile::play_sound (faceidx sound, int x, int y) const 1570maptile::play_sound (faceidx sound, int x, int y) const
1596{ 1571{
1597 if (!sound) 1572 if (!sound)
1598 return; 1573 return;
1599 1574
1575 for_all_players_on_map (pl, this)
1576 if (client *ns = pl->ns)
1577 {
1578 int dx = x - pl->ob->x;
1579 int dy = y - pl->ob->y;
1580
1581 int distance = idistance (dx, dy);
1582
1583 if (distance <= MAX_SOUND_DISTANCE)
1584 ns->play_sound (sound, dx, dy);
1585 }
1586}
1587
1588void
1589maptile::say_msg (const char *msg, int x, int y) const
1590{
1600 for_all_players (pl) 1591 for_all_players (pl)
1601 if (pl->ob->map == this)
1602 if (client *ns = pl->ns) 1592 if (client *ns = pl->ns)
1603 { 1593 {
1604 int dx = x - pl->ob->x; 1594 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y; 1595 int dy = y - pl->ob->y;
1606 1596
1607 int distance = idistance (dx, dy); 1597 int distance = idistance (dx, dy);
1608 1598
1609 if (distance <= MAX_SOUND_DISTANCE) 1599 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy); 1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611 } 1601 }
1612} 1602}
1613 1603
1604static void
1605split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606{
1607 // clip to map to the left
1608 if (x0 < 0)
1609 {
1610 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1611 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612
1613 if (x1 < 0) // entirely to the left
1614 return;
1615
1616 x0 = 0;
1617 }
1618
1619 // clip to map to the right
1620 if (x1 > m->width)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1623 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624
1625 if (x0 > m->width) // entirely to the right
1626 return;
1627
1628 x1 = m->width;
1629 }
1630
1631 // clip to map above
1632 if (y0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_UP, 1))
1635 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636
1637 if (y1 < 0) // entirely above
1638 return;
1639
1640 y0 = 0;
1641 }
1642
1643 // clip to map below
1644 if (y1 > m->height)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1647 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648
1649 if (y0 > m->height) // entirely below
1650 return;
1651
1652 y1 = m->height;
1653 }
1654
1655 // if we get here, the rect is within the current map
1656 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1657
1658 r->m = m;
1659 r->x0 = x0;
1660 r->y0 = y0;
1661 r->x1 = x1;
1662 r->y1 = y1;
1663 r->dx = dx;
1664 r->dy = dy;
1665}
1666
1667maprect *
1668maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1669{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear ();
1672
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674
1675 // add end marker
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677 r->m = 0;
1678
1679 return (maprect *)buf.linearise ();
1680}
1681

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