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Comparing deliantra/server/common/map.C (file contents):
Revision 1.127 by root, Fri Sep 7 18:03:31 2007 UTC vs.
Revision 1.166 by root, Wed Oct 21 00:44:39 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 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 82 return 1;
86 } 83 }
87 84
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 86
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 87 int mflags = ms.flags ();
88 int blocked = ms.move_block;
94 89
95 /* If space is currently not blocked by anything, no need to 90 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 91 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 92 * things we need to do for players.
98 */ 93 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 94 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 95 return 0;
101 96
102 /* if there isn't anytyhing alive on this space, and this space isn't 97 /* 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 98 * 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 99 * 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 100 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 101 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 102 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 109 /* 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 110 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 111 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 112 * ob is blocking it, so return 0.
118 */ 113 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 114 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 115 {
121 116 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 { 117 {
125 /* If last_sp is set, the player/monster needs an object, 118 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 119 if (RESULT_INT (0))
127 * pass through this space. 120 return 1;
128 */ 121 else
129 if (tmp->last_sp) 122 continue;
123
124 if (tmp->type == CHECK_INV)
130 { 125 {
131 if (check_inv_recursive (ob, tmp) == NULL) 126 bool have = check_inv_recursive (ob, tmp);
127
128 // last_sp set means we block if we don't have.
129 if (logical_xor (have, tmp->last_sp))
132 return 1; 130 return 1;
133 else 131 }
134 continue; 132 else if (tmp->type == T_MATCH)
133 {
134 // T_MATCH allows "entrance" iff the match is true
135 // == blocks if the match fails
136
137 // we could have used an INVOKE_OBJECT, but decided against it, as we
138 // assume that T_MATCH is relatively common.
139 if (!match (tmp->slaying, ob, tmp, ob))
140 return 1;
135 } 141 }
136 else 142 else
137 { 143 return 1; // unconditional block
138 /* In this case, the player must not have the object - 144
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 145 } else {
148 { 146 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 147 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 148 // 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;
157 149
158 if (tmp->flag [FLAG_ALIVE] 150 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 151 && tmp->head_ () != ob
160 && tmp != ob 152 && tmp != ob
161 && tmp->type != DOOR 153 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 154 && !tmp->flag [FLAG_WIZPASS])
163 return 1; 155 return 1;
164 } 156 }
165
166 } 157 }
158
167 return 0; 159 return 0;
168} 160}
169 161
170/* 162/*
171 * Returns true if the given object can't fit in the given spot. 163 * 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, 164 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
176 * 168 *
177 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
178 * 170 *
179 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
191 * 183 *
192 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
194 * against the move_block values. 186 * against the move_block values.
195 */ 187 */
196int 188bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
198{ 190{
199 archetype *tmp; 191 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 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
213 194
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 195 if (!pos.normalise ())
215 { 196 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 197
218 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 199
220 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 201 return 1;
222 202
223 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
224 204 * (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. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 206 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 208 continue;
232 209
233 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
235 */ 212 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
237 return P_NO_PASS; 214 return 1;
238 } 215 }
239 216
240 return 0; 217 return 0;
241} 218}
242 219
260 237
261 insert_ob_in_ob (tmp, container); 238 insert_ob_in_ob (tmp, container);
262 tmp = next; 239 tmp = next;
263 } 240 }
264 241
265 /* sum_weight will go through and calculate what all the containers are 242 // go through and calculate what all the containers are carrying.
266 * carrying. 243 //TODO: remove
267 */ 244 container->update_weight ();
268 sum_weight (container);
269} 245}
270 246
271void 247void
272maptile::set_object_flag (int flag, int value) 248maptile::set_object_flag (int flag, int value)
273{ 249{
275 return; 251 return;
276 252
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 255 tmp->flag [flag] = value;
256}
257
258void
259maptile::post_load_original ()
260{
261 if (!spaces)
262 return;
263
264 set_object_flag (FLAG_OBJ_ORIGINAL);
265
266 for (mapspace *ms = spaces + size (); ms-- > spaces; )
267 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
268 INVOKE_OBJECT (RESET, tmp);
280} 269}
281 270
282/* link_multipart_objects go through all the objects on the map looking 271/* 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 272 * 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 273 * info we have, they only have the head (as would be expected when
322bool 311bool
323maptile::_load_objects (object_thawer &f) 312maptile::_load_objects (object_thawer &f)
324{ 313{
325 for (;;) 314 for (;;)
326 { 315 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 316 coroapi::cede_to_tick (); // cede once in a while
328 317
329 switch (f.kw) 318 switch (f.kw)
330 { 319 {
331 case KW_arch: 320 case KW_arch:
332 if (object *op = object::read (f, this)) 321 if (object *op = object::read (f, this))
333 { 322 {
323 // TODO: why?
334 if (op->inv) 324 if (op->inv)
335 sum_weight (op); 325 op->update_weight ();
336 326
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 327 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
328 {
329 // we insert manually because
330 // a) its way faster
331 // b) we remove manually, too, and there are good reasons for that
332 // c) it's correct
333 mapspace &ms = at (op->x, op->y);
334
335 op->flag [FLAG_REMOVED] = false;
336
337 op->above = 0;
338 op->below = ms.top;
339
340 *(ms.top ? &ms.top->above : &ms.bot) = op;
341
342 ms.top = op;
343 ms.flags_ = 0;
344 }
345 else
346 {
347 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
348 op->destroy ();
349 }
338 } 350 }
339 351
340 continue; 352 continue;
341 353
342 case KW_EOF: 354 case KW_EOF:
545 return items; 557 return items;
546} 558}
547 559
548/* opposite of parse string, this puts the string that was originally fed in to 560/* opposite of parse string, this puts the string that was originally fed in to
549 * the map (or something equivilent) into output_string. */ 561 * the map (or something equivilent) into output_string. */
550static void 562static const char *
551print_shop_string (maptile *m, char *output_string) 563print_shop_string (maptile *m)
552{ 564{
553 int i; 565 static dynbuf_text buf; buf.clear ();
554 char tmp[MAX_BUF];
555 566
556 strcpy (output_string, "");
557 for (i = 0; i < m->shopitems[0].index; i++) 567 for (int i = 0; i < m->shopitems[0].index; i++)
558 { 568 {
559 if (m->shopitems[i].typenum) 569 if (m->shopitems[i].typenum)
560 { 570 {
561 if (m->shopitems[i].strength) 571 if (m->shopitems[i].strength)
562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 572 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
563 else 573 else
564 sprintf (tmp, "%s;", m->shopitems[i].name); 574 buf.printf ("%s;", m->shopitems[i].name);
565 } 575 }
566 else 576 else
567 { 577 {
568 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
569 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 579 buf.printf ("*:%d;", m->shopitems[i].strength);
570 else 580 else
571 sprintf (tmp, "*"); 581 buf.printf ("*");
572 } 582 }
573
574 strcat (output_string, tmp);
575 } 583 }
584
585 return buf;
576} 586}
577 587
578/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
579 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
580 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
632 case KW_sky: thawer.get (sky); break; 642 case KW_sky: thawer.get (sky); break;
633 643
634 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
637 648
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 651
641 // old names new names 652 // old names new names
691 702
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693 unique = 1; 704 unique = 1;
694 705
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 707 op->destroy ();
699 }
700 708
701 op = above; 709 op = above;
702 } 710 }
703 } 711 }
704} 712}
715 MAP_OUT (swap_time); 723 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 724 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 725 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 726 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 727 MAP_OUT (no_reset);
728 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name); 730 if (default_region) MAP_OUT2 (region, default_region->name);
723 731
724 if (shopitems) 732 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); 733 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin); 734 MAP_OUT (shopmin);
733 MAP_OUT (shopmax); 735 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace); 736 if (shoprace) MAP_OUT (shoprace);
737
735 MAP_OUT (darkness); 738 MAP_OUT (darkness);
736 MAP_OUT (width); 739 MAP_OUT (width);
737 MAP_OUT (height); 740 MAP_OUT (height);
738 MAP_OUT (enter_x); 741 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 742 MAP_OUT (enter_y);
789 if (ms->bot = op->above) 792 if (ms->bot = op->above)
790 ms->bot->below = 0; 793 ms->bot->below = 0;
791 794
792 op->flag [FLAG_REMOVED] = true; 795 op->flag [FLAG_REMOVED] = true;
793 796
797 object *head = op->head_ ();
794 if (op == op->head_ ()) 798 if (op == head)
799 op->destroy ();
800 else if (head->map != op->map)
795 { 801 {
796 op->destroy_inv (false); 802 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 op->destroy (); 803 head->destroy ();
798 } 804 }
799 } 805 }
800 806
801 sfree (spaces, size ()), spaces = 0; 807 sfree0 (spaces, size ());
802 } 808 }
803 809
804 if (buttons) 810 if (buttons)
805 free_objectlinkpt (buttons), buttons = 0; 811 free_objectlinkpt (buttons), buttons = 0;
806 812
807 sfree (regions, size ()); regions = 0; 813 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0; 814 delete [] regionmap; regionmap = 0;
809} 815}
810 816
811void 817void
812maptile::clear_header () 818maptile::clear_header ()
913 op->destroy (); 919 op->destroy ();
914 } 920 }
915} 921}
916 922
917/* 923/*
918 * Updates every button on the map (by calling update_button() for them).
919 */
920void
921maptile::update_buttons ()
922{
923 for (oblinkpt *obp = buttons; obp; obp = obp->next)
924 for (objectlink *ol = obp->link; ol; ol = ol->next)
925 {
926 if (!ol->ob)
927 {
928 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
929 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
930 continue;
931 }
932
933 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
934 {
935 update_button (ol->ob);
936 break;
937 }
938 }
939}
940
941/*
942 * This routine is supposed to find out the difficulty of the map. 924 * This routine is supposed to find out the difficulty of the map.
943 * difficulty does not have a lot to do with character level, 925 * difficulty does not have a lot to do with character level,
944 * but does have a lot to do with treasure on the map. 926 * but does have a lot to do with treasure on the map.
945 * 927 *
946 * Difficulty can now be set by the map creature. If the value stored 928 * Difficulty can now be set by the map creator. If the value stored
947 * in the map is zero, then use this routine. Maps should really 929 * in the map is zero, then use this routine. Maps should really
948 * have a difficulty set than using this function - human calculation 930 * have a difficulty set rather than using this function - human calculation
949 * is much better than this functions guesswork. 931 * is much better than this function's guesswork.
950 */ 932 */
951int 933int
952maptile::estimate_difficulty () const 934maptile::estimate_difficulty () const
953{ 935{
954 long monster_cnt = 0; 936 long monster_cnt = 0;
966 948
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 949 if (QUERY_FLAG (op, FLAG_GENERATOR))
968 { 950 {
969 total_exp += op->stats.exp; 951 total_exp += op->stats.exp;
970 952
971 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 953 if (archetype *at = op->other_arch)
954 {
972 total_exp += at->stats.exp * 8; 955 total_exp += at->stats.exp * 8;
973
974 monster_cnt++; 956 monster_cnt++;
957 }
958
959 for (object *inv = op->inv; inv; inv = inv->below)
960 {
961 total_exp += op->stats.exp * 8;
962 monster_cnt++;
963 }
975 } 964 }
976 } 965 }
977 966
978 avgexp = (double) total_exp / monster_cnt; 967 avgexp = (double) total_exp / monster_cnt;
979 968
992 * postive values make it darker, negative make it brighter 981 * postive values make it darker, negative make it brighter
993 */ 982 */
994int 983int
995maptile::change_map_light (int change) 984maptile::change_map_light (int change)
996{ 985{
997 int new_level = darkness + change;
998
999 /* Nothing to do */ 986 /* Nothing to do */
1000 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 987 if (!change)
1001 return 0; 988 return 0;
1002 989
1003 /* inform all players on the map */ 990 /* inform all players on the map */
1004 if (change > 0) 991 if (change > 0)
1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 992 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1006 else 993 else
1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 994 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1008 995
1009 /* Do extra checking. since darkness is a unsigned value, 996 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1010 * we need to be extra careful about negative values.
1011 * In general, the checks below are only needed if change
1012 * is not +/-1
1013 */
1014 if (new_level < 0)
1015 darkness = 0;
1016 else if (new_level >= MAX_DARKNESS)
1017 darkness = MAX_DARKNESS;
1018 else
1019 darkness = new_level;
1020 997
1021 /* All clients need to get re-updated for the change */ 998 /* All clients need to get re-updated for the change */
1022 update_all_map_los (this); 999 update_all_map_los (this);
1000
1023 return 1; 1001 return 1;
1024} 1002}
1025 1003
1026/* 1004/*
1027 * This function updates various attributes about a specific space 1005 * This function updates various attributes about a specific space
1030 * through, etc) 1008 * through, etc)
1031 */ 1009 */
1032void 1010void
1033mapspace::update_ () 1011mapspace::update_ ()
1034{ 1012{
1035 object *tmp, *last = 0; 1013 object *last = 0;
1036 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1014 uint8 flags = P_UPTODATE, anywhere = 0;
1015 sint8 light = 0;
1037 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1016 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1038 1017
1039 //object *middle = 0; 1018 //object *middle = 0;
1040 //object *top = 0; 1019 //object *top = 0;
1041 //object *floor = 0; 1020 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1046 1025
1047 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1026 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1027 {
1049 /* This could be made additive I guess (two lights better than 1028 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1050 * one). But if so, it shouldn't be a simple additive - 2
1051 * light bulbs do not illuminate twice as far as once since
1052 * it is a dissapation factor that is cubed.
1053 */
1054 if (tmp->glow_radius > light)
1055 light = tmp->glow_radius; 1029 light += tmp->glow_radius;
1056 1030
1057 /* This call is needed in order to update objects the player 1031 /* This call is needed in order to update objects the player
1058 * is standing in that have animations (ie, grass, fire, etc). 1032 * is standing in that have animations (ie, grass, fire, etc).
1059 * However, it also causes the look window to be re-drawn 1033 * However, it also causes the look window to be re-drawn
1060 * 3 times each time the player moves, because many of the 1034 * 3 times each time the player moves, because many of the
1079 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1053 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1080 { 1054 {
1081 middle = tmp; 1055 middle = tmp;
1082 anywhere = 1; 1056 anywhere = 1;
1083 } 1057 }
1058
1084 /* Find the highest visible face around. If equal 1059 /* Find the highest visible face around. If equal
1085 * visibilities, we still want the one nearer to the 1060 * visibilities, we still want the one nearer to the
1086 * top 1061 * top
1087 */ 1062 */
1088 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1063 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1082 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1083 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1084 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1110 } 1085 }
1111 1086
1112 this->light = light; 1087 this->light = min (light, MAX_LIGHT_RADIUS);
1113 this->flags_ = flags; 1088 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow; 1089 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on; 1090 this->move_on = move_on;
1116 this->move_off = move_off; 1091 this->move_off = move_off;
1117 this->move_slow = move_slow; 1092 this->move_slow = move_slow;
1137 * 1) top face is set, need middle to be set. 1112 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top. 1113 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both. 1114 * 3) neither middle or top is set - need to set both.
1140 */ 1115 */
1141 1116
1142 for (tmp = last; tmp; tmp = tmp->below) 1117 for (object *tmp = last; tmp; tmp = tmp->below)
1143 { 1118 {
1144 /* Once we get to a floor, stop, since we already have a floor object */ 1119 /* Once we get to a floor, stop, since we already have a floor object */
1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1120 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1146 break; 1121 break;
1147 1122
1199 vol += op->volume (); 1174 vol += op->volume ();
1200 1175
1201 return vol; 1176 return vol;
1202} 1177}
1203 1178
1204bool 1179maptile *
1205maptile::tile_available (int dir, bool load) 1180maptile::tile_available (int dir, bool load)
1206{ 1181{
1207 if (!tile_path[dir]) 1182 if (tile_path[dir])
1208 return 0; 1183 {
1209
1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1184 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1211 return 1; 1185 return tile_map[dir];
1212 1186
1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1187 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214 return 1; 1188 return tile_map[dir];
1189 }
1215 1190
1216 return 0; 1191 return 0;
1217} 1192}
1218 1193
1219/* this returns TRUE if the coordinates (x,y) are out of 1194/* this returns TRUE if the coordinates (x,y) are out of
1525 else 1500 else
1526 { 1501 {
1527 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1528 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1529 1504
1530 retval->part = NULL; 1505 retval->part = 0;
1531 retval->distance = idistance (retval->distance_x, retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1532 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1533 } 1508 }
1534} 1509}
1535 1510
1536/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map
1550} 1525}
1551 1526
1552object * 1527object *
1553maptile::insert (object *op, int x, int y, object *originator, int flags) 1528maptile::insert (object *op, int x, int y, object *originator, int flags)
1554{ 1529{
1555 if (!op->flag [FLAG_REMOVED])
1556 op->remove ();
1557
1558 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1530 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1559} 1531}
1560 1532
1561region * 1533region *
1562maptile::region (int x, int y) const 1534maptile::region (int x, int y) const
1572 1544
1573 return ::region::default_region (); 1545 return ::region::default_region ();
1574} 1546}
1575 1547
1576/* picks a random object from a style map. 1548/* picks a random object from a style map.
1577 * Redone by MSW so it should be faster and not use static
1578 * variables to generate tables.
1579 */ 1549 */
1580object * 1550object *
1581maptile::pick_random_object () const 1551maptile::pick_random_object (rand_gen &gen) const
1582{ 1552{
1583 /* while returning a null object will result in a crash, that 1553 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because 1554 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash. 1555 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make 1556 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me. 1557 * any difference, but this seems clearer to me.
1588 */ 1558 */
1589 for (int i = 1000; --i;) 1559 for (int i = 1000; --i;)
1590 { 1560 {
1591 object *pick = at (rndm (width), rndm (height)).bot; 1561 object *pick = at (gen (width), gen (height)).bot;
1592 1562
1593 // do not prefer big monsters just because they are big. 1563 // do not prefer big monsters just because they are big.
1594 if (pick && pick->head_ () == pick) 1564 if (pick && pick->is_head ())
1595 return pick->head_ (); 1565 return pick->head_ ();
1596 } 1566 }
1597 1567
1598 // instead of crashing in the unlikely(?) case, try to return *something* 1568 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return get_archetype ("blocked"); 1569 return archetype::find ("bug");
1600} 1570}
1601 1571
1602void 1572void
1603maptile::play_sound (faceidx sound, int x, int y) const 1573maptile::play_sound (faceidx sound, int x, int y) const
1604{ 1574{
1605 if (!sound) 1575 if (!sound)
1606 return; 1576 return;
1607 1577
1578 for_all_players_on_map (pl, this)
1579 if (client *ns = pl->ns)
1580 {
1581 int dx = x - pl->ob->x;
1582 int dy = y - pl->ob->y;
1583
1584 int distance = idistance (dx, dy);
1585
1586 if (distance <= MAX_SOUND_DISTANCE)
1587 ns->play_sound (sound, dx, dy);
1588 }
1589}
1590
1591void
1592maptile::say_msg (const char *msg, int x, int y) const
1593{
1608 for_all_players (pl) 1594 for_all_players (pl)
1609 if (pl->observe->map == this)
1610 if (client *ns = pl->ns) 1595 if (client *ns = pl->ns)
1611 { 1596 {
1612 int dx = x - pl->observe->x; 1597 int dx = x - pl->ob->x;
1613 int dy = y - pl->observe->y; 1598 int dy = y - pl->ob->y;
1614 1599
1615 int distance = idistance (dx, dy); 1600 int distance = idistance (dx, dy);
1616 1601
1617 if (distance <= MAX_SOUND_DISTANCE) 1602 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->play_sound (sound, dx, dy); 1603 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 } 1604 }
1620} 1605}
1621 1606
1607static void
1608split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1609{
1610 // clip to map to the left
1611 if (x0 < 0)
1612 {
1613 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1614 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1615
1616 if (x1 < 0) // entirely to the left
1617 return;
1618
1619 x0 = 0;
1620 }
1621
1622 // clip to map to the right
1623 if (x1 > m->width)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1626 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1627
1628 if (x0 > m->width) // entirely to the right
1629 return;
1630
1631 x1 = m->width;
1632 }
1633
1634 // clip to map above
1635 if (y0 < 0)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_UP, 1))
1638 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1639
1640 if (y1 < 0) // entirely above
1641 return;
1642
1643 y0 = 0;
1644 }
1645
1646 // clip to map below
1647 if (y1 > m->height)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1650 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1651
1652 if (y0 > m->height) // entirely below
1653 return;
1654
1655 y1 = m->height;
1656 }
1657
1658 // if we get here, the rect is within the current map
1659 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1660
1661 r->m = m;
1662 r->x0 = x0;
1663 r->y0 = y0;
1664 r->x1 = x1;
1665 r->y1 = y1;
1666 r->dx = dx;
1667 r->dy = dy;
1668}
1669
1670maprect *
1671maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1672{
1673 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1674 buf.clear ();
1675
1676 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1677
1678 // add end marker
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680 r->m = 0;
1681
1682 return (maprect *)buf.linearise ();
1683}
1684

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