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Comparing deliantra/server/common/map.C (file contents):
Revision 1.143 by root, Sun May 18 19:53:07 2008 UTC vs.
Revision 1.157 by root, Thu Jan 8 19:23:44 2009 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 }
930 op->destroy (); 937 op->destroy ();
931 } 938 }
932} 939}
933 940
934/* 941/*
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. 942 * This routine is supposed to find out the difficulty of the map.
960 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
961 * 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.
962 * 945 *
963 * 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
964 * 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
965 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
967 */ 950 */
968int 951int
969maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
970{ 953{
971 long monster_cnt = 0; 954 long monster_cnt = 0;
1016 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1017 */ 1000 */
1018int 1001int
1019maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1020{ 1003{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 1004 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1025 return 0; 1006 return 0;
1026 1007
1027 /* inform all players on the map */ 1008 /* inform all players on the map */
1028 if (change > 0) 1009 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 1011 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 1013
1033 /* Do extra checking. since darkness is a unsigned value, 1014 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 1015
1045 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1017 update_all_map_los (this);
1047 1018
1048 return 1; 1019 return 1;
1056 */ 1027 */
1057void 1028void
1058mapspace::update_ () 1029mapspace::update_ ()
1059{ 1030{
1060 object *last = 0; 1031 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1062 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;
1063 1035
1064 //object *middle = 0; 1036 //object *middle = 0;
1065 //object *top = 0; 1037 //object *top = 0;
1066 //object *floor = 0; 1038 //object *floor = 0;
1069 object *&middle = faces_obj[1] = 0; 1041 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1042 object *&floor = faces_obj[2] = 0;
1071 1043
1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1045 {
1074 /* This could be made additive I guess (two lights better than 1046 // 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); 1047 light += tmp->glow_radius;
1080 1048
1081 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1082 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1083 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1084 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135 } 1103 }
1136 1104
1137 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1138 this->flags_ = flags; 1106 this->flags_ = flags;
1139 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1140 this->move_on = move_on; 1108 this->move_on = move_on;
1141 this->move_off = move_off; 1109 this->move_off = move_off;
1142 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1224 vol += op->volume (); 1192 vol += op->volume ();
1225 1193
1226 return vol; 1194 return vol;
1227} 1195}
1228 1196
1229bool 1197maptile *
1230maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1231{ 1199{
1232 if (!tile_path[dir]) 1200 if (tile_path[dir])
1233 return 0; 1201 {
1234
1235 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))
1236 return 1; 1203 return tile_map[dir];
1237 1204
1238 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1239 return 1; 1206 return tile_map[dir];
1207 }
1240 1208
1241 return 0; 1209 return 0;
1242} 1210}
1243 1211
1244/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1623maptile::play_sound (faceidx sound, int x, int y) const 1591maptile::play_sound (faceidx sound, int x, int y) const
1624{ 1592{
1625 if (!sound) 1593 if (!sound)
1626 return; 1594 return;
1627 1595
1596 for_all_players_on_map (pl, this)
1597 if (client *ns = pl->ns)
1598 {
1599 int dx = x - pl->ob->x;
1600 int dy = y - pl->ob->y;
1601
1602 int distance = idistance (dx, dy);
1603
1604 if (distance <= MAX_SOUND_DISTANCE)
1605 ns->play_sound (sound, dx, dy);
1606 }
1607}
1608
1609void
1610maptile::say_msg (const char *msg, int x, int y) const
1611{
1628 for_all_players (pl) 1612 for_all_players (pl)
1629 if (pl->ob->map == this)
1630 if (client *ns = pl->ns) 1613 if (client *ns = pl->ns)
1631 { 1614 {
1632 int dx = x - pl->ob->x; 1615 int dx = x - pl->ob->x;
1633 int dy = y - pl->ob->y; 1616 int dy = y - pl->ob->y;
1634 1617
1635 int distance = idistance (dx, dy); 1618 int distance = idistance (dx, dy);
1636 1619
1637 if (distance <= MAX_SOUND_DISTANCE) 1620 if (distance <= MAX_SOUND_DISTANCE)
1638 ns->play_sound (sound, dx, dy); 1621 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1639 } 1622 }
1640} 1623}
1641 1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1690{
1691 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1692 buf.clear ();
1693
1694 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1695
1696 // add end marker
1697 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1698 r->m = 0;
1699
1700 return (maprect *)buf.linearise ();
1701}
1702

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