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Comparing deliantra/server/common/map.C (file contents):
Revision 1.142 by root, Sun May 18 17:52:53 2008 UTC vs.
Revision 1.154 by root, Wed Dec 24 01:37:24 2008 UTC

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"
29
30sint8 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
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
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
276}
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 {
707 op->destroy_inv (false);
708 op->destroy (); 719 op->destroy ();
709 }
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 {
808 op->destroy_inv (false);
809 op->destroy (); 817 op->destroy ();
810 }
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 */
968int 975int
969maptile::estimate_difficulty () const 976maptile::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 */
1018int 1025int
1019maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1020{ 1027{
1021 int new_level = darkness + change;
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.
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 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 */
1057void 1052void
1058mapspace::update_ () 1053mapspace::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;
1622maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::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

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