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Comparing deliantra/server/common/map.C (file contents):
Revision 1.147 by root, Mon Sep 29 10:20:48 2008 UTC vs.
Revision 1.156 by root, Thu Jan 8 03:03:23 2009 UTC

24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "loader.h" 27#include "loader.h"
28#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
29 31
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
33 * 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
351 ms.flags_ = 0; 353 ms.flags_ = 0;
352 } 354 }
353 else 355 else
354 { 356 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ())); 357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy_inv (false); // be explicit about dropping
357 op->destroy (true); 358 op->destroy ();
358 } 359 }
359 } 360 }
360 361
361 continue; 362 continue;
362 363
713 714
714 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))
715 unique = 1; 716 unique = 1;
716 717
717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
718 {
719 op->destroy_inv (false);
720 op->destroy (true); 719 op->destroy ();
721 }
722 720
723 op = above; 721 op = above;
724 } 722 }
725 } 723 }
726} 724}
814 812
815 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
816 814
817 object *head = op->head_ (); 815 object *head = op->head_ ();
818 if (op == head) 816 if (op == head)
819 {
820 op->destroy_inv (false);
821 op->destroy (true); 817 op->destroy ();
822 }
823 else if (head->map != op->map) 818 else if (head->map != op->map)
824 { 819 {
825 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 ());
826 head->destroy (true); 821 head->destroy ();
827 } 822 }
828 } 823 }
829 824
830 sfree0 (spaces, size ()); 825 sfree0 (spaces, size ());
831 } 826 }
937 destroy = 1; 932 destroy = 1;
938 } 933 }
939 934
940 /* adjust overall chance below */ 935 /* adjust overall chance below */
941 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
942 op->destroy (true); 937 op->destroy ();
943 }
944}
945
946/*
947 * Updates every button on the map (by calling update_button() for them).
948 */
949void
950maptile::update_buttons ()
951{
952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
953 for (objectlink *ol = obp->link; ol; ol = ol->next)
954 {
955 if (!ol->ob)
956 {
957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
960 }
961
962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963 {
964 update_button (ol->ob);
965 break;
966 }
967 } 938 }
968} 939}
969 940
970/* 941/*
971 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
972 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
973 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
974 * 945 *
975 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
976 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
977 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
978 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
979 */ 950 */
980int 951int
981maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
982{ 953{
983 long monster_cnt = 0; 954 long monster_cnt = 0;
1028 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1029 */ 1000 */
1030int 1001int
1031maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1032{ 1003{
1033 int new_level = darkness + change;
1034
1035 /* Nothing to do */ 1004 /* Nothing to do */
1036 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1037 return 0; 1006 return 0;
1038 1007
1039 /* inform all players on the map */ 1008 /* inform all players on the map */
1040 if (change > 0) 1009 if (change > 0)
1041 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1042 else 1011 else
1043 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1044 1013
1045 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1046 * we need to be extra careful about negative values.
1047 * In general, the checks below are only needed if change
1048 * is not +/-1
1049 */
1050 if (new_level < 0)
1051 darkness = 0;
1052 else if (new_level >= MAX_DARKNESS)
1053 darkness = MAX_DARKNESS;
1054 else
1055 darkness = new_level;
1056 1015
1057 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1058 update_all_map_los (this); 1017 update_all_map_los (this);
1059 1018
1060 return 1; 1019 return 1;
1068 */ 1027 */
1069void 1028void
1070mapspace::update_ () 1029mapspace::update_ ()
1071{ 1030{
1072 object *last = 0; 1031 object *last = 0;
1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1075 1035
1076 //object *middle = 0; 1036 //object *middle = 0;
1077 //object *top = 0; 1037 //object *top = 0;
1078 //object *floor = 0; 1038 //object *floor = 0;
1081 object *&middle = faces_obj[1] = 0; 1041 object *&middle = faces_obj[1] = 0;
1082 object *&floor = faces_obj[2] = 0; 1042 object *&floor = faces_obj[2] = 0;
1083 1043
1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1085 { 1045 {
1086 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1087 * one). But if so, it shouldn't be a simple additive - 2
1088 * light bulbs do not illuminate twice as far as once since
1089 * it is a dissapation factor that is cubed.
1090 */
1091 light = max (light, tmp->glow_radius); 1047 light += tmp->glow_radius;
1092 1048
1093 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1094 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1095 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1096 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1144 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1145 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1146 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1147 } 1103 }
1148 1104
1149 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1150 this->flags_ = flags; 1106 this->flags_ = flags;
1151 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1152 this->move_on = move_on; 1108 this->move_on = move_on;
1153 this->move_off = move_off; 1109 this->move_off = move_off;
1154 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1236 vol += op->volume (); 1192 vol += op->volume ();
1237 1193
1238 return vol; 1194 return vol;
1239} 1195}
1240 1196
1241bool 1197maptile *
1242maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1243{ 1199{
1244 if (!tile_path[dir]) 1200 if (tile_path[dir])
1245 return 0; 1201 {
1246
1247 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1248 return 1; 1203 return tile_map[dir];
1249 1204
1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1251 return 1; 1206 return tile_map[dir];
1207 }
1252 1208
1253 return 0; 1209 return 0;
1254} 1210}
1255 1211
1256/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1635maptile::play_sound (faceidx sound, int x, int y) const 1591maptile::play_sound (faceidx sound, int x, int y) const
1636{ 1592{
1637 if (!sound) 1593 if (!sound)
1638 return; 1594 return;
1639 1595
1640 for_all_players (pl) 1596 for_all_players_on_map (pl, this)
1641 if (pl->ob->map == this)
1642 if (client *ns = pl->ns) 1597 if (client *ns = pl->ns)
1643 { 1598 {
1644 int dx = x - pl->ob->x; 1599 int dx = x - pl->ob->x;
1645 int dy = y - pl->ob->y; 1600 int dy = y - pl->ob->y;
1646 1601
1647 int distance = idistance (dx, dy); 1602 int distance = idistance (dx, dy);
1648 1603
1649 if (distance <= MAX_SOUND_DISTANCE) 1604 if (distance <= MAX_SOUND_DISTANCE)
1650 ns->play_sound (sound, dx, dy); 1605 ns->play_sound (sound, dx, dy);
1651 } 1606 }
1652} 1607}
1653 1608
1609static void
1610split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1611{
1612 // clip to map to the left
1613 if (x0 < 0)
1614 {
1615 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1616 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1617
1618 if (x1 < 0) // entirely to the left
1619 return;
1620
1621 x0 = 0;
1622 }
1623
1624 // clip to map to the right
1625 if (x1 > m->width)
1626 {
1627 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1628 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1629
1630 if (x0 > m->width) // entirely to the right
1631 return;
1632
1633 x1 = m->width;
1634 }
1635
1636 // clip to map above
1637 if (y0 < 0)
1638 {
1639 if (maptile *tile = m->tile_available (TILE_UP, 1))
1640 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1641
1642 if (y1 < 0) // entirely above
1643 return;
1644
1645 y0 = 0;
1646 }
1647
1648 // clip to map below
1649 if (y1 > m->height)
1650 {
1651 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1652 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1653
1654 if (y0 > m->height) // entirely below
1655 return;
1656
1657 y1 = m->height;
1658 }
1659
1660 // if we get here, the rect is within the current map
1661 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1662
1663 r->m = m;
1664 r->x0 = x0;
1665 r->y0 = y0;
1666 r->x1 = x1;
1667 r->y1 = y1;
1668 r->dx = dx;
1669 r->dy = dy;
1670}
1671
1672maprect *
1673maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1674{
1675 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1676 buf.clear ();
1677
1678 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1679
1680 // add end marker
1681 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1682 r->m = 0;
1683
1684 return (maprect *)buf.linearise ();
1685}
1686

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