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Comparing deliantra/server/common/map.C (file contents):
Revision 1.141 by root, Wed May 7 11:02:50 2008 UTC vs.
Revision 1.158 by root, Tue Feb 17 03:53:31 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 */
321 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))
322 { 335 {
323 // we insert manually because 336 // we insert manually because
324 // a) its way faster 337 // a) its way faster
325 // 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
326 // c) its correct 339 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 340 mapspace &ms = at (op->x, op->y);
328 341
329 op->flag [FLAG_REMOVED] = false; 342 op->flag [FLAG_REMOVED] = false;
330 343
331 op->above = 0; 344 op->above = 0;
332 op->below = ms.top; 345 op->below = ms.top;
333 346
334 if (ms.top)
335 ms.top->above = op; 347 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 348
339 ms.top = op; 349 ms.top = op;
340 ms.flags_ = 0; 350 ms.flags_ = 0;
341 } 351 }
342 else 352 else
701 711
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1; 713 unique = 1;
704 714
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 716 op->destroy ();
709 }
710 717
711 op = above; 718 op = above;
712 } 719 }
713 } 720 }
714} 721}
802 809
803 op->flag [FLAG_REMOVED] = true; 810 op->flag [FLAG_REMOVED] = true;
804 811
805 object *head = op->head_ (); 812 object *head = op->head_ ();
806 if (op == head) 813 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 814 op->destroy ();
810 }
811 else if (head->map != op->map) 815 else if (head->map != op->map)
812 { 816 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 817 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy (); 818 head->destroy ();
815 } 819 }
930 op->destroy (); 934 op->destroy ();
931 } 935 }
932} 936}
933 937
934/* 938/*
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. 939 * This routine is supposed to find out the difficulty of the map.
960 * difficulty does not have a lot to do with character level, 940 * difficulty does not have a lot to do with character level,
961 * 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.
962 * 942 *
963 * 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
964 * 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
965 * have a difficulty set than using this function - human calculation 945 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 946 * is much better than this function's guesswork.
967 */ 947 */
968int 948int
969maptile::estimate_difficulty () const 949maptile::estimate_difficulty () const
970{ 950{
971 long monster_cnt = 0; 951 long monster_cnt = 0;
1016 * postive values make it darker, negative make it brighter 996 * postive values make it darker, negative make it brighter
1017 */ 997 */
1018int 998int
1019maptile::change_map_light (int change) 999maptile::change_map_light (int change)
1020{ 1000{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 1001 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1002 if (!change)
1025 return 0; 1003 return 0;
1026 1004
1027 /* inform all players on the map */ 1005 /* inform all players on the map */
1028 if (change > 0) 1006 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 1008 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 1010
1033 /* Do extra checking. since darkness is a unsigned value, 1011 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 1012
1045 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1014 update_all_map_los (this);
1015
1047 return 1; 1016 return 1;
1048} 1017}
1049 1018
1050/* 1019/*
1051 * This function updates various attributes about a specific space 1020 * This function updates various attributes about a specific space
1054 * through, etc) 1023 * through, etc)
1055 */ 1024 */
1056void 1025void
1057mapspace::update_ () 1026mapspace::update_ ()
1058{ 1027{
1059 object *tmp, *last = 0; 1028 object *last = 0;
1060 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1029 uint8 flags = P_UPTODATE, anywhere = 0;
1030 sint8 light = 0;
1061 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;
1062 1032
1063 //object *middle = 0; 1033 //object *middle = 0;
1064 //object *top = 0; 1034 //object *top = 0;
1065 //object *floor = 0; 1035 //object *floor = 0;
1066 // this seems to generate better code than using locals, above 1036 // this seems to generate better code than using locals, above
1067 object *&top = faces_obj[0] = 0; 1037 object *&top = faces_obj[0] = 0;
1068 object *&middle = faces_obj[1] = 0; 1038 object *&middle = faces_obj[1] = 0;
1069 object *&floor = faces_obj[2] = 0; 1039 object *&floor = faces_obj[2] = 0;
1070 1040
1071 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1072 { 1042 {
1073 /* This could be made additive I guess (two lights better than 1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1074 * one). But if so, it shouldn't be a simple additive - 2
1075 * light bulbs do not illuminate twice as far as once since
1076 * it is a dissapation factor that is cubed.
1077 */
1078 light = max (light, tmp->glow_radius); 1044 light += tmp->glow_radius;
1079 1045
1080 /* This call is needed in order to update objects the player 1046 /* This call is needed in order to update objects the player
1081 * is standing in that have animations (ie, grass, fire, etc). 1047 * is standing in that have animations (ie, grass, fire, etc).
1082 * However, it also causes the look window to be re-drawn 1048 * However, it also causes the look window to be re-drawn
1083 * 3 times each time the player moves, because many of the 1049 * 3 times each time the player moves, because many of the
1102 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1103 { 1069 {
1104 middle = tmp; 1070 middle = tmp;
1105 anywhere = 1; 1071 anywhere = 1;
1106 } 1072 }
1073
1107 /* Find the highest visible face around. If equal 1074 /* Find the highest visible face around. If equal
1108 * visibilities, we still want the one nearer to the 1075 * visibilities, we still want the one nearer to the
1109 * top 1076 * top
1110 */ 1077 */
1111 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1130 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1131 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1132 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1133 } 1100 }
1134 1101
1135 this->light = light; 1102 this->light = min (light, MAX_LIGHT_RADIUS);
1136 this->flags_ = flags; 1103 this->flags_ = flags;
1137 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1138 this->move_on = move_on; 1105 this->move_on = move_on;
1139 this->move_off = move_off; 1106 this->move_off = move_off;
1140 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1160 * 1) top face is set, need middle to be set. 1127 * 1) top face is set, need middle to be set.
1161 * 2) middle is set, need to set top. 1128 * 2) middle is set, need to set top.
1162 * 3) neither middle or top is set - need to set both. 1129 * 3) neither middle or top is set - need to set both.
1163 */ 1130 */
1164 1131
1165 for (tmp = last; tmp; tmp = tmp->below) 1132 for (object *tmp = last; tmp; tmp = tmp->below)
1166 { 1133 {
1167 /* Once we get to a floor, stop, since we already have a floor object */ 1134 /* Once we get to a floor, stop, since we already have a floor object */
1168 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1169 break; 1136 break;
1170 1137
1222 vol += op->volume (); 1189 vol += op->volume ();
1223 1190
1224 return vol; 1191 return vol;
1225} 1192}
1226 1193
1227bool 1194maptile *
1228maptile::tile_available (int dir, bool load) 1195maptile::tile_available (int dir, bool load)
1229{ 1196{
1230 if (!tile_path[dir]) 1197 if (tile_path[dir])
1231 return 0; 1198 {
1232
1233 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))
1234 return 1; 1200 return tile_map[dir];
1235 1201
1236 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1237 return 1; 1203 return tile_map[dir];
1204 }
1238 1205
1239 return 0; 1206 return 0;
1240} 1207}
1241 1208
1242/* this returns TRUE if the coordinates (x,y) are out of 1209/* this returns TRUE if the coordinates (x,y) are out of
1573} 1540}
1574 1541
1575object * 1542object *
1576maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1577{ 1544{
1578 if (!op->flag [FLAG_REMOVED])
1579 op->remove ();
1580
1581 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1582} 1546}
1583 1547
1584region * 1548region *
1585maptile::region (int x, int y) const 1549maptile::region (int x, int y) const
1624maptile::play_sound (faceidx sound, int x, int y) const 1588maptile::play_sound (faceidx sound, int x, int y) const
1625{ 1589{
1626 if (!sound) 1590 if (!sound)
1627 return; 1591 return;
1628 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{
1629 for_all_players (pl) 1609 for_all_players (pl)
1630 if (pl->ob->map == this)
1631 if (client *ns = pl->ns) 1610 if (client *ns = pl->ns)
1632 { 1611 {
1633 int dx = x - pl->ob->x; 1612 int dx = x - pl->ob->x;
1634 int dy = y - pl->ob->y; 1613 int dy = y - pl->ob->y;
1635 1614
1636 int distance = idistance (dx, dy); 1615 int distance = idistance (dx, dy);
1637 1616
1638 if (distance <= MAX_SOUND_DISTANCE) 1617 if (distance <= MAX_SOUND_DISTANCE)
1639 ns->play_sound (sound, dx, dy); 1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1640 } 1619 }
1641} 1620}
1642 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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