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Comparing deliantra/server/common/map.C (file contents):
Revision 1.141 by root, Wed May 7 11:02:50 2008 UTC vs.
Revision 1.166 by root, Wed Oct 21 00:44:39 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net> 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
28#include "loader.h" 28#include "loader.h"
29
30#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
31 32
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
35 * 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
70 * by the caller. 71 * by the caller.
71 */ 72 */
72int 73int
73blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 75{
75 object *tmp;
76 int mflags, blocked;
77
78 /* 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
79 * have already checked this. 77 * have already checked this.
80 */ 78 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 80 {
83 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");
84 return 1; 82 return 1;
85 } 83 }
86 84
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 86
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 87 int mflags = ms.flags ();
88 int blocked = ms.move_block;
93 89
94 /* If space is currently not blocked by anything, no need to 90 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 91 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 92 * things we need to do for players.
97 */ 93 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 94 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 95 return 0;
100 96
101 /* 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
102 * 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
103 * 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
104 * or another. Likewise, only if something is blocking us do we 100 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 101 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 102 * let the player through (inventory checkers for example)
113 /* 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
114 * 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
115 * true. If we get through the entire stack, that must mean 111 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 112 * ob is blocking it, so return 0.
117 */ 113 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 114 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 115 {
120 116 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 117 {
124 /* If last_sp is set, the player/monster needs an object, 118 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 119 if (RESULT_INT (0))
126 * pass through this space. 120 return 1;
127 */ 121 else
128 if (tmp->last_sp) 122 continue;
123
124 if (tmp->type == CHECK_INV)
129 { 125 {
130 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))
131 return 1; 130 return 1;
132 else 131 }
133 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;
134 } 141 }
135 else 142 else
136 { 143 return 1; // unconditional block
137 /* In this case, the player must not have the object - 144
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 145 } else {
147 { 146 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 147 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 148 // blocks anything but wizards.
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 149
157 if (tmp->flag [FLAG_ALIVE] 150 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 151 && tmp->head_ () != ob
159 && tmp != ob 152 && tmp != ob
160 && tmp->type != DOOR 153 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 154 && !tmp->flag [FLAG_WIZPASS])
162 return 1; 155 return 1;
163 } 156 }
164
165 } 157 }
158
166 return 0; 159 return 0;
167} 160}
168 161
169/* 162/*
170 * 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
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 255 tmp->flag [flag] = value;
263} 256}
264 257
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);
269}
270
265/* 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
266 * 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
267 * 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
268 * they are saved). 274 * they are saved).
269 */ 275 */
321 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))
322 { 328 {
323 // we insert manually because 329 // we insert manually because
324 // a) its way faster 330 // a) its way faster
325 // 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
326 // c) its correct 332 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 333 mapspace &ms = at (op->x, op->y);
328 334
329 op->flag [FLAG_REMOVED] = false; 335 op->flag [FLAG_REMOVED] = false;
330 336
331 op->above = 0; 337 op->above = 0;
332 op->below = ms.top; 338 op->below = ms.top;
333 339
334 if (ms.top)
335 ms.top->above = op; 340 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 341
339 ms.top = op; 342 ms.top = op;
340 ms.flags_ = 0; 343 ms.flags_ = 0;
341 } 344 }
342 else 345 else
554 return items; 557 return items;
555} 558}
556 559
557/* 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
558 * the map (or something equivilent) into output_string. */ 561 * the map (or something equivilent) into output_string. */
559static void 562static const char *
560print_shop_string (maptile *m, char *output_string) 563print_shop_string (maptile *m)
561{ 564{
562 int i; 565 static dynbuf_text buf; buf.clear ();
563 char tmp[MAX_BUF];
564 566
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++) 567 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 568 {
568 if (m->shopitems[i].typenum) 569 if (m->shopitems[i].typenum)
569 { 570 {
570 if (m->shopitems[i].strength) 571 if (m->shopitems[i].strength)
571 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);
572 else 573 else
573 sprintf (tmp, "%s;", m->shopitems[i].name); 574 buf.printf ("%s;", m->shopitems[i].name);
574 } 575 }
575 else 576 else
576 { 577 {
577 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 579 buf.printf ("*:%d;", m->shopitems[i].strength);
579 else 580 else
580 sprintf (tmp, "*"); 581 buf.printf ("*");
581 } 582 }
582
583 strcat (output_string, tmp);
584 } 583 }
584
585 return buf;
585} 586}
586 587
587/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
589 * 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
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}
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);
730 MAP_OUT (no_drop); 728 MAP_OUT (no_drop);
731 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name); 730 if (default_region) MAP_OUT2 (region, default_region->name);
734 731
735 if (shopitems) 732 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
736 {
737 char shop[MAX_BUF];
738 print_shop_string (this, shop);
739 MAP_OUT2 (shopitems, shop);
740 }
741
742 MAP_OUT (shopgreed); 733 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 734 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 735 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 736 if (shoprace) MAP_OUT (shoprace);
737
746 MAP_OUT (darkness); 738 MAP_OUT (darkness);
747 MAP_OUT (width); 739 MAP_OUT (width);
748 MAP_OUT (height); 740 MAP_OUT (height);
749 MAP_OUT (enter_x); 741 MAP_OUT (enter_x);
750 MAP_OUT (enter_y); 742 MAP_OUT (enter_y);
802 794
803 op->flag [FLAG_REMOVED] = true; 795 op->flag [FLAG_REMOVED] = true;
804 796
805 object *head = op->head_ (); 797 object *head = op->head_ ();
806 if (op == head) 798 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 799 op->destroy ();
810 }
811 else if (head->map != op->map) 800 else if (head->map != op->map)
812 { 801 {
813 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 ());
814 head->destroy (); 803 head->destroy ();
815 } 804 }
930 op->destroy (); 919 op->destroy ();
931 } 920 }
932} 921}
933 922
934/* 923/*
935 * Updates every button on the map (by calling update_button() for them).
936 */
937void
938maptile::update_buttons ()
939{
940 for (oblinkpt *obp = buttons; obp; obp = obp->next)
941 for (objectlink *ol = obp->link; ol; ol = ol->next)
942 {
943 if (!ol->ob)
944 {
945 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
946 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
947 continue;
948 }
949
950 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
951 {
952 update_button (ol->ob);
953 break;
954 }
955 }
956}
957
958/*
959 * 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.
960 * difficulty does not have a lot to do with character level, 925 * difficulty does not have a lot to do with character level,
961 * 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.
962 * 927 *
963 * 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
964 * 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
965 * have a difficulty set than using this function - human calculation 930 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 931 * is much better than this function's guesswork.
967 */ 932 */
968int 933int
969maptile::estimate_difficulty () const 934maptile::estimate_difficulty () const
970{ 935{
971 long monster_cnt = 0; 936 long monster_cnt = 0;
1016 * postive values make it darker, negative make it brighter 981 * postive values make it darker, negative make it brighter
1017 */ 982 */
1018int 983int
1019maptile::change_map_light (int change) 984maptile::change_map_light (int change)
1020{ 985{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 986 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 987 if (!change)
1025 return 0; 988 return 0;
1026 989
1027 /* inform all players on the map */ 990 /* inform all players on the map */
1028 if (change > 0) 991 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 992 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 993 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 994 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 995
1033 /* Do extra checking. since darkness is a unsigned value, 996 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1034 * we need to be extra careful about negative values.
1035 * In general, the checks below are only needed if change
1036 * is not +/-1
1037 */
1038 if (new_level < 0)
1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1043 darkness = new_level;
1044 997
1045 /* All clients need to get re-updated for the change */ 998 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 999 update_all_map_los (this);
1000
1047 return 1; 1001 return 1;
1048} 1002}
1049 1003
1050/* 1004/*
1051 * This function updates various attributes about a specific space 1005 * This function updates various attributes about a specific space
1054 * through, etc) 1008 * through, etc)
1055 */ 1009 */
1056void 1010void
1057mapspace::update_ () 1011mapspace::update_ ()
1058{ 1012{
1059 object *tmp, *last = 0; 1013 object *last = 0;
1060 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1014 uint8 flags = P_UPTODATE, anywhere = 0;
1015 sint8 light = 0;
1061 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;
1062 1017
1063 //object *middle = 0; 1018 //object *middle = 0;
1064 //object *top = 0; 1019 //object *top = 0;
1065 //object *floor = 0; 1020 //object *floor = 0;
1066 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1067 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1068 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1069 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1070 1025
1071 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1026 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1072 { 1027 {
1073 /* This could be made additive I guess (two lights better than 1028 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1074 * one). But if so, it shouldn't be a simple additive - 2
1075 * light bulbs do not illuminate twice as far as once since
1076 * it is a dissapation factor that is cubed.
1077 */
1078 light = max (light, tmp->glow_radius); 1029 light += tmp->glow_radius;
1079 1030
1080 /* This call is needed in order to update objects the player 1031 /* This call is needed in order to update objects the player
1081 * is standing in that have animations (ie, grass, fire, etc). 1032 * is standing in that have animations (ie, grass, fire, etc).
1082 * However, it also causes the look window to be re-drawn 1033 * However, it also causes the look window to be re-drawn
1083 * 3 times each time the player moves, because many of the 1034 * 3 times each time the player moves, because many of the
1102 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1053 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1103 { 1054 {
1104 middle = tmp; 1055 middle = tmp;
1105 anywhere = 1; 1056 anywhere = 1;
1106 } 1057 }
1058
1107 /* Find the highest visible face around. If equal 1059 /* Find the highest visible face around. If equal
1108 * visibilities, we still want the one nearer to the 1060 * visibilities, we still want the one nearer to the
1109 * top 1061 * top
1110 */ 1062 */
1111 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))
1130 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1082 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1131 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1083 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1132 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1084 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1133 } 1085 }
1134 1086
1135 this->light = light; 1087 this->light = min (light, MAX_LIGHT_RADIUS);
1136 this->flags_ = flags; 1088 this->flags_ = flags;
1137 this->move_block = move_block & ~move_allow; 1089 this->move_block = move_block & ~move_allow;
1138 this->move_on = move_on; 1090 this->move_on = move_on;
1139 this->move_off = move_off; 1091 this->move_off = move_off;
1140 this->move_slow = move_slow; 1092 this->move_slow = move_slow;
1160 * 1) top face is set, need middle to be set. 1112 * 1) top face is set, need middle to be set.
1161 * 2) middle is set, need to set top. 1113 * 2) middle is set, need to set top.
1162 * 3) neither middle or top is set - need to set both. 1114 * 3) neither middle or top is set - need to set both.
1163 */ 1115 */
1164 1116
1165 for (tmp = last; tmp; tmp = tmp->below) 1117 for (object *tmp = last; tmp; tmp = tmp->below)
1166 { 1118 {
1167 /* 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 */
1168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1120 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1169 break; 1121 break;
1170 1122
1222 vol += op->volume (); 1174 vol += op->volume ();
1223 1175
1224 return vol; 1176 return vol;
1225} 1177}
1226 1178
1227bool 1179maptile *
1228maptile::tile_available (int dir, bool load) 1180maptile::tile_available (int dir, bool load)
1229{ 1181{
1230 if (!tile_path[dir]) 1182 if (tile_path[dir])
1231 return 0; 1183 {
1232
1233 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1184 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1234 return 1; 1185 return tile_map[dir];
1235 1186
1236 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1187 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1237 return 1; 1188 return tile_map[dir];
1189 }
1238 1190
1239 return 0; 1191 return 0;
1240} 1192}
1241 1193
1242/* this returns TRUE if the coordinates (x,y) are out of 1194/* this returns TRUE if the coordinates (x,y) are out of
1548 else 1500 else
1549 { 1501 {
1550 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1551 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1552 1504
1553 retval->part = NULL; 1505 retval->part = 0;
1554 retval->distance = idistance (retval->distance_x, retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1555 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1556 } 1508 }
1557} 1509}
1558 1510
1559/* 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
1573} 1525}
1574 1526
1575object * 1527object *
1576maptile::insert (object *op, int x, int y, object *originator, int flags) 1528maptile::insert (object *op, int x, int y, object *originator, int flags)
1577{ 1529{
1578 if (!op->flag [FLAG_REMOVED])
1579 op->remove ();
1580
1581 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);
1582} 1531}
1583 1532
1584region * 1533region *
1585maptile::region (int x, int y) const 1534maptile::region (int x, int y) const
1624maptile::play_sound (faceidx sound, int x, int y) const 1573maptile::play_sound (faceidx sound, int x, int y) const
1625{ 1574{
1626 if (!sound) 1575 if (!sound)
1627 return; 1576 return;
1628 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{
1629 for_all_players (pl) 1594 for_all_players (pl)
1630 if (pl->ob->map == this)
1631 if (client *ns = pl->ns) 1595 if (client *ns = pl->ns)
1632 { 1596 {
1633 int dx = x - pl->ob->x; 1597 int dx = x - pl->ob->x;
1634 int dy = y - pl->ob->y; 1598 int dy = y - pl->ob->y;
1635 1599
1636 int distance = idistance (dx, dy); 1600 int distance = idistance (dx, dy);
1637 1601
1638 if (distance <= MAX_SOUND_DISTANCE) 1602 if (distance <= MAX_SOUND_DISTANCE)
1639 ns->play_sound (sound, dx, dy); 1603 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1640 } 1604 }
1641} 1605}
1642 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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