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Comparing deliantra/server/common/map.C (file contents):
Revision 1.130 by root, Sun Sep 30 20:22:14 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 qthe blocking object if the given object can't fit in the given 163 * Returns qthe blocking object if the given object can't fit in the given
245 237
246 insert_ob_in_ob (tmp, container); 238 insert_ob_in_ob (tmp, container);
247 tmp = next; 239 tmp = next;
248 } 240 }
249 241
250 /* sum_weight will go through and calculate what all the containers are 242 // go through and calculate what all the containers are carrying.
251 * carrying. 243 //TODO: remove
252 */ 244 container->update_weight ();
253 sum_weight (container);
254} 245}
255 246
256void 247void
257maptile::set_object_flag (int flag, int value) 248maptile::set_object_flag (int flag, int value)
258{ 249{
260 return; 251 return;
261 252
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 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);
265} 269}
266 270
267/* 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
268 * 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
269 * 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
307bool 311bool
308maptile::_load_objects (object_thawer &f) 312maptile::_load_objects (object_thawer &f)
309{ 313{
310 for (;;) 314 for (;;)
311 { 315 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 316 coroapi::cede_to_tick (); // cede once in a while
313 317
314 switch (f.kw) 318 switch (f.kw)
315 { 319 {
316 case KW_arch: 320 case KW_arch:
317 if (object *op = object::read (f, this)) 321 if (object *op = object::read (f, this))
318 { 322 {
323 // TODO: why?
319 if (op->inv) 324 if (op->inv)
320 sum_weight (op); 325 op->update_weight ();
321 326
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 327 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 328 {
324 // we insert manually because 329 // we insert manually because
325 // a) its way faster 330 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that 331 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct 332 // c) it's correct
328 mapspace &ms = at (op->x, op->y); 333 mapspace &ms = at (op->x, op->y);
329 334
330 op->flag [FLAG_REMOVED] = false; 335 op->flag [FLAG_REMOVED] = false;
331 336
332 op->above = 0; 337 op->above = 0;
333 op->below = ms.top; 338 op->below = ms.top;
334 339
335 if (ms.top)
336 ms.top->above = op; 340 *(ms.top ? &ms.top->above : &ms.bot) = op;
337 else
338 ms.bot = op;
339 341
340 ms.top = op; 342 ms.top = op;
341 ms.flags_ = 0; 343 ms.flags_ = 0;
342 } 344 }
343 else 345 else
555 return items; 557 return items;
556} 558}
557 559
558/* 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
559 * the map (or something equivilent) into output_string. */ 561 * the map (or something equivilent) into output_string. */
560static void 562static const char *
561print_shop_string (maptile *m, char *output_string) 563print_shop_string (maptile *m)
562{ 564{
563 int i; 565 static dynbuf_text buf; buf.clear ();
564 char tmp[MAX_BUF];
565 566
566 strcpy (output_string, "");
567 for (i = 0; i < m->shopitems[0].index; i++) 567 for (int i = 0; i < m->shopitems[0].index; i++)
568 { 568 {
569 if (m->shopitems[i].typenum) 569 if (m->shopitems[i].typenum)
570 { 570 {
571 if (m->shopitems[i].strength) 571 if (m->shopitems[i].strength)
572 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);
573 else 573 else
574 sprintf (tmp, "%s;", m->shopitems[i].name); 574 buf.printf ("%s;", m->shopitems[i].name);
575 } 575 }
576 else 576 else
577 { 577 {
578 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
579 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 579 buf.printf ("*:%d;", m->shopitems[i].strength);
580 else 580 else
581 sprintf (tmp, "*"); 581 buf.printf ("*");
582 } 582 }
583
584 strcat (output_string, tmp);
585 } 583 }
584
585 return buf;
586} 586}
587 587
588/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
590 * 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
642 case KW_sky: thawer.get (sky); break; 642 case KW_sky: thawer.get (sky); break;
643 643
644 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
646 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;
647 648
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 651
651 // old names new names 652 // old names new names
701 702
702 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))
703 unique = 1; 704 unique = 1;
704 705
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 707 op->destroy ();
709 }
710 708
711 op = above; 709 op = above;
712 } 710 }
713 } 711 }
714} 712}
725 MAP_OUT (swap_time); 723 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 724 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 725 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 726 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 727 MAP_OUT (no_reset);
728 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
731
732 if (default_region) MAP_OUT2 (region, default_region->name); 730 if (default_region) MAP_OUT2 (region, default_region->name);
733 731
734 if (shopitems) 732 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
735 {
736 char shop[MAX_BUF];
737 print_shop_string (this, shop);
738 MAP_OUT2 (shopitems, shop);
739 }
740
741 MAP_OUT (shopgreed); 733 MAP_OUT (shopgreed);
742 MAP_OUT (shopmin); 734 MAP_OUT (shopmin);
743 MAP_OUT (shopmax); 735 MAP_OUT (shopmax);
744 if (shoprace) MAP_OUT (shoprace); 736 if (shoprace) MAP_OUT (shoprace);
737
745 MAP_OUT (darkness); 738 MAP_OUT (darkness);
746 MAP_OUT (width); 739 MAP_OUT (width);
747 MAP_OUT (height); 740 MAP_OUT (height);
748 MAP_OUT (enter_x); 741 MAP_OUT (enter_x);
749 MAP_OUT (enter_y); 742 MAP_OUT (enter_y);
801 794
802 op->flag [FLAG_REMOVED] = true; 795 op->flag [FLAG_REMOVED] = true;
803 796
804 object *head = op->head_ (); 797 object *head = op->head_ ();
805 if (op == head) 798 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 799 op->destroy ();
809 }
810 else if (head->map != op->map) 800 else if (head->map != op->map)
811 { 801 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 802 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 803 head->destroy ();
814 } 804 }
815 } 805 }
816 806
817 sfree (spaces, size ()), spaces = 0; 807 sfree0 (spaces, size ());
818 } 808 }
819 809
820 if (buttons) 810 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 811 free_objectlinkpt (buttons), buttons = 0;
822 812
823 sfree (regions, size ()); regions = 0; 813 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 814 delete [] regionmap; regionmap = 0;
825} 815}
826 816
827void 817void
828maptile::clear_header () 818maptile::clear_header ()
929 op->destroy (); 919 op->destroy ();
930 } 920 }
931} 921}
932 922
933/* 923/*
934 * Updates every button on the map (by calling update_button() for them).
935 */
936void
937maptile::update_buttons ()
938{
939 for (oblinkpt *obp = buttons; obp; obp = obp->next)
940 for (objectlink *ol = obp->link; ol; ol = ol->next)
941 {
942 if (!ol->ob)
943 {
944 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946 continue;
947 }
948
949 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
950 {
951 update_button (ol->ob);
952 break;
953 }
954 }
955}
956
957/*
958 * 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.
959 * difficulty does not have a lot to do with character level, 925 * difficulty does not have a lot to do with character level,
960 * 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.
961 * 927 *
962 * 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
963 * 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
964 * have a difficulty set than using this function - human calculation 930 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 931 * is much better than this function's guesswork.
966 */ 932 */
967int 933int
968maptile::estimate_difficulty () const 934maptile::estimate_difficulty () const
969{ 935{
970 long monster_cnt = 0; 936 long monster_cnt = 0;
982 948
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 949 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 950 {
985 total_exp += op->stats.exp; 951 total_exp += op->stats.exp;
986 952
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 953 if (archetype *at = op->other_arch)
954 {
988 total_exp += at->stats.exp * 8; 955 total_exp += at->stats.exp * 8;
989
990 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 }
991 } 964 }
992 } 965 }
993 966
994 avgexp = (double) total_exp / monster_cnt; 967 avgexp = (double) total_exp / monster_cnt;
995 968
1008 * postive values make it darker, negative make it brighter 981 * postive values make it darker, negative make it brighter
1009 */ 982 */
1010int 983int
1011maptile::change_map_light (int change) 984maptile::change_map_light (int change)
1012{ 985{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 986 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 987 if (!change)
1017 return 0; 988 return 0;
1018 989
1019 /* inform all players on the map */ 990 /* inform all players on the map */
1020 if (change > 0) 991 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 992 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 993 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 994 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 995
1025 /* Do extra checking. since darkness is a unsigned value, 996 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1026 * we need to be extra careful about negative values.
1027 * In general, the checks below are only needed if change
1028 * is not +/-1
1029 */
1030 if (new_level < 0)
1031 darkness = 0;
1032 else if (new_level >= MAX_DARKNESS)
1033 darkness = MAX_DARKNESS;
1034 else
1035 darkness = new_level;
1036 997
1037 /* All clients need to get re-updated for the change */ 998 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 999 update_all_map_los (this);
1000
1039 return 1; 1001 return 1;
1040} 1002}
1041 1003
1042/* 1004/*
1043 * This function updates various attributes about a specific space 1005 * This function updates various attributes about a specific space
1046 * through, etc) 1008 * through, etc)
1047 */ 1009 */
1048void 1010void
1049mapspace::update_ () 1011mapspace::update_ ()
1050{ 1012{
1051 object *tmp, *last = 0; 1013 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1014 uint8 flags = P_UPTODATE, anywhere = 0;
1015 sint8 light = 0;
1053 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;
1054 1017
1055 //object *middle = 0; 1018 //object *middle = 0;
1056 //object *top = 0; 1019 //object *top = 0;
1057 //object *floor = 0; 1020 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1062 1025
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1026 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1027 {
1065 /* This could be made additive I guess (two lights better than 1028 // 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; 1029 light += tmp->glow_radius;
1072 1030
1073 /* This call is needed in order to update objects the player 1031 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1032 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1033 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1034 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1053 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1054 {
1097 middle = tmp; 1055 middle = tmp;
1098 anywhere = 1; 1056 anywhere = 1;
1099 } 1057 }
1058
1100 /* Find the highest visible face around. If equal 1059 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1060 * visibilities, we still want the one nearer to the
1102 * top 1061 * top
1103 */ 1062 */
1104 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))
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1082 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1083 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1084 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1085 }
1127 1086
1128 this->light = light; 1087 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1088 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1089 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1090 this->move_on = move_on;
1132 this->move_off = move_off; 1091 this->move_off = move_off;
1133 this->move_slow = move_slow; 1092 this->move_slow = move_slow;
1153 * 1) top face is set, need middle to be set. 1112 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1113 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1114 * 3) neither middle or top is set - need to set both.
1156 */ 1115 */
1157 1116
1158 for (tmp = last; tmp; tmp = tmp->below) 1117 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1118 {
1160 /* 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 */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1120 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1121 break;
1163 1122
1215 vol += op->volume (); 1174 vol += op->volume ();
1216 1175
1217 return vol; 1176 return vol;
1218} 1177}
1219 1178
1220bool 1179maptile *
1221maptile::tile_available (int dir, bool load) 1180maptile::tile_available (int dir, bool load)
1222{ 1181{
1223 if (!tile_path[dir]) 1182 if (tile_path[dir])
1224 return 0; 1183 {
1225
1226 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))
1227 return 1; 1185 return tile_map[dir];
1228 1186
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1187 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1188 return tile_map[dir];
1189 }
1231 1190
1232 return 0; 1191 return 0;
1233} 1192}
1234 1193
1235/* this returns TRUE if the coordinates (x,y) are out of 1194/* this returns TRUE if the coordinates (x,y) are out of
1541 else 1500 else
1542 { 1501 {
1543 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1544 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1545 1504
1546 retval->part = NULL; 1505 retval->part = 0;
1547 retval->distance = idistance (retval->distance_x, retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1549 } 1508 }
1550} 1509}
1551 1510
1552/* 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
1566} 1525}
1567 1526
1568object * 1527object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1528maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1529{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 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);
1575} 1531}
1576 1532
1577region * 1533region *
1578maptile::region (int x, int y) const 1534maptile::region (int x, int y) const
1588 1544
1589 return ::region::default_region (); 1545 return ::region::default_region ();
1590} 1546}
1591 1547
1592/* picks a random object from a style map. 1548/* 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 */ 1549 */
1596object * 1550object *
1597maptile::pick_random_object () const 1551maptile::pick_random_object (rand_gen &gen) const
1598{ 1552{
1599 /* while returning a null object will result in a crash, that 1553 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1554 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1555 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1556 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1557 * any difference, but this seems clearer to me.
1604 */ 1558 */
1605 for (int i = 1000; --i;) 1559 for (int i = 1000; --i;)
1606 { 1560 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1561 object *pick = at (gen (width), gen (height)).bot;
1608 1562
1609 // do not prefer big monsters just because they are big. 1563 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1564 if (pick && pick->is_head ())
1611 return pick->head_ (); 1565 return pick->head_ ();
1612 } 1566 }
1613 1567
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1568 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1569 return archetype::find ("bug");
1616} 1570}
1617 1571
1618void 1572void
1619maptile::play_sound (faceidx sound, int x, int y) const 1573maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1574{
1621 if (!sound) 1575 if (!sound)
1622 return; 1576 return;
1623 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{
1624 for_all_players (pl) 1594 for_all_players (pl)
1625 if (pl->observe->map == this)
1626 if (client *ns = pl->ns) 1595 if (client *ns = pl->ns)
1627 { 1596 {
1628 int dx = x - pl->observe->x; 1597 int dx = x - pl->ob->x;
1629 int dy = y - pl->observe->y; 1598 int dy = y - pl->ob->y;
1630 1599
1631 int distance = idistance (dx, dy); 1600 int distance = idistance (dx, dy);
1632 1601
1633 if (distance <= MAX_SOUND_DISTANCE) 1602 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1603 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1635 } 1604 }
1636} 1605}
1637 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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