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22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <unistd.h> |
24 | #include <unistd.h> |
25 | |
25 | |
26 | #include "global.h" |
26 | #include "global.h" |
27 | |
|
|
28 | #include "loader.h" |
27 | #include "loader.h" |
29 | |
|
|
30 | #include "path.h" |
28 | #include "path.h" |
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|
29 | |
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|
30 | sint8 maptile::outdoor_darkness; |
31 | |
31 | |
32 | /* This rolls up wall, blocks_magic, blocks_view, etc, all into |
32 | /* This rolls up wall, blocks_magic, blocks_view, etc, all into |
33 | * one function that just returns a P_.. value (see map.h) |
33 | * one function that just returns a P_.. value (see map.h) |
34 | * it will also do map translation for tiled maps, returning |
34 | * it will also do map translation for tiled maps, returning |
35 | * new values into newmap, nx, and ny. Any and all of those |
35 | * new values into newmap, nx, and ny. Any and all of those |
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260 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
260 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
261 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
261 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
262 | tmp->flag [flag] = value; |
262 | tmp->flag [flag] = value; |
263 | } |
263 | } |
264 | |
264 | |
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|
265 | void |
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|
266 | maptile::post_load_original () |
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|
267 | { |
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268 | if (!spaces) |
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|
269 | return; |
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270 | |
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271 | set_object_flag (FLAG_OBJ_ORIGINAL); |
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|
272 | |
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|
273 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
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274 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
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|
275 | INVOKE_OBJECT (RESET, tmp); |
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|
276 | } |
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277 | |
265 | /* link_multipart_objects go through all the objects on the map looking |
278 | /* link_multipart_objects go through all the objects on the map looking |
266 | * for objects whose arch says they are multipart yet according to the |
279 | * for objects whose arch says they are multipart yet according to the |
267 | * info we have, they only have the head (as would be expected when |
280 | * info we have, they only have the head (as would be expected when |
268 | * they are saved). |
281 | * they are saved). |
269 | */ |
282 | */ |
… | |
… | |
701 | |
714 | |
702 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
715 | if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) |
703 | unique = 1; |
716 | unique = 1; |
704 | |
717 | |
705 | if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
718 | if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
706 | { |
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|
707 | op->destroy_inv (false); |
|
|
708 | op->destroy (); |
719 | op->destroy (); |
709 | } |
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|
710 | |
720 | |
711 | op = above; |
721 | op = above; |
712 | } |
722 | } |
713 | } |
723 | } |
714 | } |
724 | } |
… | |
… | |
802 | |
812 | |
803 | op->flag [FLAG_REMOVED] = true; |
813 | op->flag [FLAG_REMOVED] = true; |
804 | |
814 | |
805 | object *head = op->head_ (); |
815 | object *head = op->head_ (); |
806 | if (op == head) |
816 | if (op == head) |
807 | { |
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|
808 | op->destroy_inv (false); |
|
|
809 | op->destroy (); |
817 | op->destroy (); |
810 | } |
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|
811 | else if (head->map != op->map) |
818 | else if (head->map != op->map) |
812 | { |
819 | { |
813 | LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); |
820 | LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); |
814 | head->destroy (); |
821 | head->destroy (); |
815 | } |
822 | } |
… | |
… | |
958 | /* |
965 | /* |
959 | * This routine is supposed to find out the difficulty of the map. |
966 | * This routine is supposed to find out the difficulty of the map. |
960 | * difficulty does not have a lot to do with character level, |
967 | * difficulty does not have a lot to do with character level, |
961 | * but does have a lot to do with treasure on the map. |
968 | * but does have a lot to do with treasure on the map. |
962 | * |
969 | * |
963 | * Difficulty can now be set by the map creature. If the value stored |
970 | * 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 |
971 | * in the map is zero, then use this routine. Maps should really |
965 | * have a difficulty set than using this function - human calculation |
972 | * have a difficulty set rather than using this function - human calculation |
966 | * is much better than this functions guesswork. |
973 | * is much better than this function's guesswork. |
967 | */ |
974 | */ |
968 | int |
975 | int |
969 | maptile::estimate_difficulty () const |
976 | maptile::estimate_difficulty () const |
970 | { |
977 | { |
971 | long monster_cnt = 0; |
978 | long monster_cnt = 0; |
… | |
… | |
1016 | * postive values make it darker, negative make it brighter |
1023 | * postive values make it darker, negative make it brighter |
1017 | */ |
1024 | */ |
1018 | int |
1025 | int |
1019 | maptile::change_map_light (int change) |
1026 | maptile::change_map_light (int change) |
1020 | { |
1027 | { |
1021 | int new_level = darkness + change; |
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|
1022 | |
|
|
1023 | /* Nothing to do */ |
1028 | /* Nothing to do */ |
1024 | if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) |
1029 | if (!change) |
1025 | return 0; |
1030 | return 0; |
1026 | |
1031 | |
1027 | /* inform all players on the map */ |
1032 | /* inform all players on the map */ |
1028 | if (change > 0) |
1033 | if (change > 0) |
1029 | new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); |
1034 | new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); |
1030 | else |
1035 | else |
1031 | new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); |
1036 | new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); |
1032 | |
1037 | |
1033 | /* Do extra checking. since darkness is a unsigned value, |
1038 | darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); |
1034 | * we need to be extra careful about negative values. |
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|
1035 | * In general, the checks below are only needed if change |
|
|
1036 | * is not +/-1 |
|
|
1037 | */ |
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|
1038 | if (new_level < 0) |
|
|
1039 | darkness = 0; |
|
|
1040 | else if (new_level >= MAX_DARKNESS) |
|
|
1041 | darkness = MAX_DARKNESS; |
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|
1042 | else |
|
|
1043 | darkness = new_level; |
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|
1044 | |
1039 | |
1045 | /* All clients need to get re-updated for the change */ |
1040 | /* All clients need to get re-updated for the change */ |
1046 | update_all_map_los (this); |
1041 | update_all_map_los (this); |
1047 | |
1042 | |
1048 | return 1; |
1043 | return 1; |
… | |
… | |
1056 | */ |
1051 | */ |
1057 | void |
1052 | void |
1058 | mapspace::update_ () |
1053 | mapspace::update_ () |
1059 | { |
1054 | { |
1060 | object *last = 0; |
1055 | object *last = 0; |
1061 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1056 | uint8 flags = P_UPTODATE, anywhere = 0; |
|
|
1057 | sint8 light = 0; |
1062 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1058 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1063 | |
1059 | |
1064 | //object *middle = 0; |
1060 | //object *middle = 0; |
1065 | //object *top = 0; |
1061 | //object *top = 0; |
1066 | //object *floor = 0; |
1062 | //object *floor = 0; |
… | |
… | |
1069 | object *&middle = faces_obj[1] = 0; |
1065 | object *&middle = faces_obj[1] = 0; |
1070 | object *&floor = faces_obj[2] = 0; |
1066 | object *&floor = faces_obj[2] = 0; |
1071 | |
1067 | |
1072 | for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1068 | for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1073 | { |
1069 | { |
1074 | /* This could be made additive I guess (two lights better than |
1070 | // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) |
1075 | * one). But if so, it shouldn't be a simple additive - 2 |
|
|
1076 | * light bulbs do not illuminate twice as far as once since |
|
|
1077 | * it is a dissapation factor that is cubed. |
|
|
1078 | */ |
|
|
1079 | light = max (light, tmp->glow_radius); |
1071 | light += tmp->glow_radius; |
1080 | |
1072 | |
1081 | /* This call is needed in order to update objects the player |
1073 | /* This call is needed in order to update objects the player |
1082 | * is standing in that have animations (ie, grass, fire, etc). |
1074 | * is standing in that have animations (ie, grass, fire, etc). |
1083 | * However, it also causes the look window to be re-drawn |
1075 | * However, it also causes the look window to be re-drawn |
1084 | * 3 times each time the player moves, because many of the |
1076 | * 3 times each time the player moves, because many of the |
… | |
… | |
1103 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1095 | else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) |
1104 | { |
1096 | { |
1105 | middle = tmp; |
1097 | middle = tmp; |
1106 | anywhere = 1; |
1098 | anywhere = 1; |
1107 | } |
1099 | } |
|
|
1100 | |
1108 | /* Find the highest visible face around. If equal |
1101 | /* Find the highest visible face around. If equal |
1109 | * visibilities, we still want the one nearer to the |
1102 | * visibilities, we still want the one nearer to the |
1110 | * top |
1103 | * top |
1111 | */ |
1104 | */ |
1112 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
1105 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
… | |
… | |
1131 | if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1124 | if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1132 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; |
1125 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; |
1133 | if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; |
1126 | if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; |
1134 | } |
1127 | } |
1135 | |
1128 | |
1136 | this->light = light; |
1129 | this->light = min (light, MAX_LIGHT_RADIUS); |
1137 | this->flags_ = flags; |
1130 | this->flags_ = flags; |
1138 | this->move_block = move_block & ~move_allow; |
1131 | this->move_block = move_block & ~move_allow; |
1139 | this->move_on = move_on; |
1132 | this->move_on = move_on; |
1140 | this->move_off = move_off; |
1133 | this->move_off = move_off; |
1141 | this->move_slow = move_slow; |
1134 | this->move_slow = move_slow; |
… | |
… | |
1622 | maptile::play_sound (faceidx sound, int x, int y) const |
1615 | maptile::play_sound (faceidx sound, int x, int y) const |
1623 | { |
1616 | { |
1624 | if (!sound) |
1617 | if (!sound) |
1625 | return; |
1618 | return; |
1626 | |
1619 | |
1627 | for_all_players (pl) |
1620 | for_all_players_on_map (pl, this) |
1628 | if (pl->ob->map == this) |
|
|
1629 | if (client *ns = pl->ns) |
1621 | if (client *ns = pl->ns) |
1630 | { |
1622 | { |
1631 | int dx = x - pl->ob->x; |
1623 | int dx = x - pl->ob->x; |
1632 | int dy = y - pl->ob->y; |
1624 | int dy = y - pl->ob->y; |
1633 | |
1625 | |
1634 | int distance = idistance (dx, dy); |
1626 | int distance = idistance (dx, dy); |
1635 | |
1627 | |
1636 | if (distance <= MAX_SOUND_DISTANCE) |
1628 | if (distance <= MAX_SOUND_DISTANCE) |
1637 | ns->play_sound (sound, dx, dy); |
1629 | ns->play_sound (sound, dx, dy); |
1638 | } |
1630 | } |
1639 | } |
1631 | } |
1640 | |
1632 | |