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Comparing deliantra/server/common/map.C (file contents):
Revision 1.149 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.158 by root, Tue Feb 17 03:53:31 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
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 { 335 {
334 // we insert manually because 336 // we insert manually because
335 // a) its way faster 337 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that 338 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct 339 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 340 mapspace &ms = at (op->x, op->y);
339 341
340 op->flag [FLAG_REMOVED] = false; 342 op->flag [FLAG_REMOVED] = false;
341 343
342 op->above = 0; 344 op->above = 0;
343 op->below = ms.top; 345 op->below = ms.top;
344 346
345 if (ms.top)
346 ms.top->above = op; 347 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 348
350 ms.top = op; 349 ms.top = op;
351 ms.flags_ = 0; 350 ms.flags_ = 0;
352 } 351 }
353 else 352 else
935 op->destroy (); 934 op->destroy ();
936 } 935 }
937} 936}
938 937
939/* 938/*
940 * Updates every button on the map (by calling update_button() for them).
941 */
942void
943maptile::update_buttons ()
944{
945 for (oblinkpt *obp = buttons; obp; obp = obp->next)
946 for (objectlink *ol = obp->link; ol; ol = ol->next)
947 {
948 if (!ol->ob)
949 {
950 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
951 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
952 continue;
953 }
954
955 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
956 {
957 update_button (ol->ob);
958 break;
959 }
960 }
961}
962
963/*
964 * This routine is supposed to find out the difficulty of the map. 939 * This routine is supposed to find out the difficulty of the map.
965 * difficulty does not have a lot to do with character level, 940 * difficulty does not have a lot to do with character level,
966 * but does have a lot to do with treasure on the map. 941 * but does have a lot to do with treasure on the map.
967 * 942 *
968 * Difficulty can now be set by the map creature. If the value stored 943 * Difficulty can now be set by the map creator. If the value stored
969 * in the map is zero, then use this routine. Maps should really 944 * in the map is zero, then use this routine. Maps should really
970 * have a difficulty set than using this function - human calculation 945 * have a difficulty set rather than using this function - human calculation
971 * is much better than this functions guesswork. 946 * is much better than this function's guesswork.
972 */ 947 */
973int 948int
974maptile::estimate_difficulty () const 949maptile::estimate_difficulty () const
975{ 950{
976 long monster_cnt = 0; 951 long monster_cnt = 0;
1021 * postive values make it darker, negative make it brighter 996 * postive values make it darker, negative make it brighter
1022 */ 997 */
1023int 998int
1024maptile::change_map_light (int change) 999maptile::change_map_light (int change)
1025{ 1000{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 1001 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1002 if (!change)
1030 return 0; 1003 return 0;
1031 1004
1032 /* inform all players on the map */ 1005 /* inform all players on the map */
1033 if (change > 0) 1006 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 1008 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 1010
1038 /* Do extra checking. since darkness is a unsigned value, 1011 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1039 * we need to be extra careful about negative values.
1040 * In general, the checks below are only needed if change
1041 * is not +/-1
1042 */
1043 if (new_level < 0)
1044 darkness = 0;
1045 else if (new_level >= MAX_DARKNESS)
1046 darkness = MAX_DARKNESS;
1047 else
1048 darkness = new_level;
1049 1012
1050 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1014 update_all_map_los (this);
1052 1015
1053 return 1; 1016 return 1;
1061 */ 1024 */
1062void 1025void
1063mapspace::update_ () 1026mapspace::update_ ()
1064{ 1027{
1065 object *last = 0; 1028 object *last = 0;
1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1029 uint8 flags = P_UPTODATE, anywhere = 0;
1030 sint8 light = 0;
1067 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1068 1032
1069 //object *middle = 0; 1033 //object *middle = 0;
1070 //object *top = 0; 1034 //object *top = 0;
1071 //object *floor = 0; 1035 //object *floor = 0;
1074 object *&middle = faces_obj[1] = 0; 1038 object *&middle = faces_obj[1] = 0;
1075 object *&floor = faces_obj[2] = 0; 1039 object *&floor = faces_obj[2] = 0;
1076 1040
1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1078 { 1042 {
1079 /* This could be made additive I guess (two lights better than 1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1080 * one). But if so, it shouldn't be a simple additive - 2
1081 * light bulbs do not illuminate twice as far as once since
1082 * it is a dissapation factor that is cubed.
1083 */
1084 light = max (light, tmp->glow_radius); 1044 light += tmp->glow_radius;
1085 1045
1086 /* This call is needed in order to update objects the player 1046 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1047 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1048 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1049 * 3 times each time the player moves, because many of the
1137 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1138 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1139 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1140 } 1100 }
1141 1101
1142 this->light = light; 1102 this->light = min (light, MAX_LIGHT_RADIUS);
1143 this->flags_ = flags; 1103 this->flags_ = flags;
1144 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1145 this->move_on = move_on; 1105 this->move_on = move_on;
1146 this->move_off = move_off; 1106 this->move_off = move_off;
1147 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1229 vol += op->volume (); 1189 vol += op->volume ();
1230 1190
1231 return vol; 1191 return vol;
1232} 1192}
1233 1193
1234bool 1194maptile *
1235maptile::tile_available (int dir, bool load) 1195maptile::tile_available (int dir, bool load)
1236{ 1196{
1237 if (!tile_path[dir]) 1197 if (tile_path[dir])
1238 return 0; 1198 {
1239
1240 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1241 return 1; 1200 return tile_map[dir];
1242 1201
1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1244 return 1; 1203 return tile_map[dir];
1204 }
1245 1205
1246 return 0; 1206 return 0;
1247} 1207}
1248 1208
1249/* this returns TRUE if the coordinates (x,y) are out of 1209/* this returns TRUE if the coordinates (x,y) are out of
1628maptile::play_sound (faceidx sound, int x, int y) const 1588maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1589{
1630 if (!sound) 1590 if (!sound)
1631 return; 1591 return;
1632 1592
1593 for_all_players_on_map (pl, this)
1594 if (client *ns = pl->ns)
1595 {
1596 int dx = x - pl->ob->x;
1597 int dy = y - pl->ob->y;
1598
1599 int distance = idistance (dx, dy);
1600
1601 if (distance <= MAX_SOUND_DISTANCE)
1602 ns->play_sound (sound, dx, dy);
1603 }
1604}
1605
1606void
1607maptile::say_msg (const char *msg, int x, int y) const
1608{
1633 for_all_players (pl) 1609 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns) 1610 if (client *ns = pl->ns)
1636 { 1611 {
1637 int dx = x - pl->ob->x; 1612 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y; 1613 int dy = y - pl->ob->y;
1639 1614
1640 int distance = idistance (dx, dy); 1615 int distance = idistance (dx, dy);
1641 1616
1642 if (distance <= MAX_SOUND_DISTANCE) 1617 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy); 1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1644 } 1619 }
1645} 1620}
1646 1621
1622static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{
1625 // clip to map to the left
1626 if (x0 < 0)
1627 {
1628 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1629 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630
1631 if (x1 < 0) // entirely to the left
1632 return;
1633
1634 x0 = 0;
1635 }
1636
1637 // clip to map to the right
1638 if (x1 > m->width)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1641 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642
1643 if (x0 > m->width) // entirely to the right
1644 return;
1645
1646 x1 = m->width;
1647 }
1648
1649 // clip to map above
1650 if (y0 < 0)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_UP, 1))
1653 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654
1655 if (y1 < 0) // entirely above
1656 return;
1657
1658 y0 = 0;
1659 }
1660
1661 // clip to map below
1662 if (y1 > m->height)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1665 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666
1667 if (y0 > m->height) // entirely below
1668 return;
1669
1670 y1 = m->height;
1671 }
1672
1673 // if we get here, the rect is within the current map
1674 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1675
1676 r->m = m;
1677 r->x0 = x0;
1678 r->y0 = y0;
1679 r->x1 = x1;
1680 r->y1 = y1;
1681 r->dx = dx;
1682 r->dy = dy;
1683}
1684
1685maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1687{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear ();
1690
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692
1693 // add end marker
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695 r->m = 0;
1696
1697 return (maprect *)buf.linearise ();
1698}
1699

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