--- deliantra/server/common/map.C 2008/05/04 20:40:52 1.140 +++ deliantra/server/common/map.C 2009/10/15 21:40:42 1.163 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -24,11 +25,11 @@ #include #include "global.h" - #include "loader.h" - #include "path.h" +sint8 maptile::outdoor_darkness; + /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) * it will also do map translation for tiled maps, returning @@ -72,9 +73,6 @@ int blocked_link (object *ob, maptile *m, int sx, int sy) { - object *tmp; - int mflags, blocked; - /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ @@ -87,9 +85,10 @@ /* Save some cycles - instead of calling get_map_flags(), just get the value * directly. */ - mflags = m->at (sx, sy).flags (); + mapspace &ms = m->at (sx, sy); - blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); + int mflags = ms.flags (); + int blocked = ms.move_block; /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special @@ -98,7 +97,7 @@ if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) return 0; - /* if there isn't anytyhing alive on this space, and this space isn't + /* if there isn't anything alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we @@ -115,54 +114,57 @@ * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ - for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { + bool block = OB_MOVE_BLOCK (ob, tmp); /* This must be before the checks below. Code for inventory checkers. */ - if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) + if (block && tmp->type == CHECK_INV) { + bool have = check_inv_recursive (ob, tmp); + /* If last_sp is set, the player/monster needs an object, * so we check for it. If they don't have it, they can't * pass through this space. */ if (tmp->last_sp) { - if (check_inv_recursive (ob, tmp) == NULL) + if (!have) return 1; - else - continue; } else { /* In this case, the player must not have the object - * if they do, they can't pass through. */ - if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ + if (have) return 1; - else - continue; } - } /* if check_inv */ + } + else if (block && tmp->type == T_MATCH) + { + //TODO + } else { /* Broke apart a big nasty if into several here to make * this more readable. first check - if the space blocks * movement, can't move here. * second - if a monster, can't move there, unless it is a - * hidden dm + * dm. */ - if (OB_MOVE_BLOCK (ob, tmp)) + if (block) return 1; if (tmp->flag [FLAG_ALIVE] && tmp->head_ () != ob && tmp != ob && tmp->type != DOOR - && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) + && !tmp->flag [FLAG_WIZ]) return 1; } - } + return 0; } @@ -262,6 +264,19 @@ tmp->flag [flag] = value; } +void +maptile::post_load_original () +{ + if (!spaces) + return; + + set_object_flag (FLAG_OBJ_ORIGINAL); + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + INVOKE_OBJECT (RESET, tmp); +} + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when @@ -323,7 +338,7 @@ // we insert manually because // a) its way faster // b) we remove manually, too, and there are good reasons for that - // c) its correct + // c) it's correct mapspace &ms = at (op->x, op->y); op->flag [FLAG_REMOVED] = false; @@ -331,10 +346,7 @@ op->above = 0; op->below = ms.top; - if (ms.top) - ms.top->above = op; - else - ms.bot = op; + *(ms.top ? &ms.top->above : &ms.bot) = op; ms.top = op; ms.flags_ = 0; @@ -643,6 +655,7 @@ case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; case KW_no_reset: thawer.get (no_reset); break; + case KW_no_drop: thawer.get (no_drop); break; case KW_region: default_region = region::find (thawer.get_str ()); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; @@ -702,10 +715,7 @@ unique = 1; if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) - { - op->destroy_inv (false); - op->destroy (); - } + op->destroy (); op = above; } @@ -726,6 +736,7 @@ MAP_OUT (reset_timeout); MAP_OUT (fixed_resettime); MAP_OUT (no_reset); + MAP_OUT (no_drop); MAP_OUT (difficulty); if (default_region) MAP_OUT2 (region, default_region->name); @@ -802,10 +813,7 @@ object *head = op->head_ (); if (op == head) - { - op->destroy_inv (false); - op->destroy (); - } + op->destroy (); else if (head->map != op->map) { LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); @@ -930,38 +938,14 @@ } /* - * Updates every button on the map (by calling update_button() for them). - */ -void -maptile::update_buttons () -{ - for (oblinkpt *obp = buttons; obp; obp = obp->next) - for (objectlink *ol = obp->link; ol; ol = ol->next) - { - if (!ol->ob) - { - LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", - ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); - continue; - } - - if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) - { - update_button (ol->ob); - break; - } - } -} - -/* * This routine is supposed to find out the difficulty of the map. * difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * - * Difficulty can now be set by the map creature. If the value stored - * in the map is zero, then use this routine. Maps should really - * have a difficulty set than using this function - human calculation - * is much better than this functions guesswork. + * Difficulty can now be set by the map creator. If the value stored + * in the map is zero, then use this routine. Maps should really + * have a difficulty set rather than using this function - human calculation + * is much better than this function's guesswork. */ int maptile::estimate_difficulty () const @@ -1016,10 +1000,8 @@ int maptile::change_map_light (int change) { - int new_level = darkness + change; - /* Nothing to do */ - if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) + if (!change) return 0; /* inform all players on the map */ @@ -1028,20 +1010,11 @@ else new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); - /* Do extra checking. since darkness is a unsigned value, - * we need to be extra careful about negative values. - * In general, the checks below are only needed if change - * is not +/-1 - */ - if (new_level < 0) - darkness = 0; - else if (new_level >= MAX_DARKNESS) - darkness = MAX_DARKNESS; - else - darkness = new_level; + darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); /* All clients need to get re-updated for the change */ update_all_map_los (this); + return 1; } @@ -1054,8 +1027,9 @@ void mapspace::update_ () { - object *tmp, *last = 0; - uint8 flags = P_UPTODATE, light = 0, anywhere = 0; + object *last = 0; + uint8 flags = P_UPTODATE, anywhere = 0; + sint8 light = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; //object *middle = 0; @@ -1066,14 +1040,10 @@ object *&middle = faces_obj[1] = 0; object *&floor = faces_obj[2] = 0; - for (tmp = bot; tmp; last = tmp, tmp = tmp->above) + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) { - /* This could be made additive I guess (two lights better than - * one). But if so, it shouldn't be a simple additive - 2 - * light bulbs do not illuminate twice as far as once since - * it is a dissapation factor that is cubed. - */ - light = max (light, tmp->glow_radius); + // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) + light += tmp->glow_radius; /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). @@ -1102,6 +1072,7 @@ middle = tmp; anywhere = 1; } + /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top @@ -1130,7 +1101,7 @@ if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; } - this->light = light; + this->light = min (light, MAX_LIGHT_RADIUS); this->flags_ = flags; this->move_block = move_block & ~move_allow; this->move_on = move_on; @@ -1160,7 +1131,7 @@ * 3) neither middle or top is set - need to set both. */ - for (tmp = last; tmp; tmp = tmp->below) + for (object *tmp = last; tmp; tmp = tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) @@ -1222,17 +1193,17 @@ return vol; } -bool +maptile * maptile::tile_available (int dir, bool load) { - if (!tile_path[dir]) - return 0; - - if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) - return 1; + if (tile_path[dir]) + { + if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) + return tile_map[dir]; - if ((tile_map[dir] = find_async (tile_path[dir], this, load))) - return 1; + if ((tile_map[dir] = find_async (tile_path[dir], this, load))) + return tile_map[dir]; + } return 0; } @@ -1548,8 +1519,8 @@ retval->distance_x += op2->x - x; retval->distance_y += op2->y - y; - retval->part = NULL; - retval->distance = idistance (retval->distance_x, retval->distance_y); + retval->part = 0; + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } @@ -1573,9 +1544,6 @@ object * maptile::insert (object *op, int x, int y, object *originator, int flags) { - if (!op->flag [FLAG_REMOVED]) - op->remove (); - return insert_ob_in_map_at (op, this, originator, flags, x, y); } @@ -1624,17 +1592,110 @@ if (!sound) return; + for_all_players_on_map (pl, this) + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; + + int distance = idistance (dx, dy); + + if (distance <= MAX_SOUND_DISTANCE) + ns->play_sound (sound, dx, dy); + } +} + +void +maptile::say_msg (const char *msg, int x, int y) const +{ for_all_players (pl) - if (pl->ob->map == this) - if (client *ns = pl->ns) - { - int dx = x - pl->ob->x; - int dy = y - pl->ob->y; + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; - int distance = idistance (dx, dy); + int distance = idistance (dx, dy); - if (distance <= MAX_SOUND_DISTANCE) - ns->play_sound (sound, dx, dy); - } + if (distance <= MAX_SOUND_DISTANCE) + ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); + } +} + +static void +split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) +{ + // clip to map to the left + if (x0 < 0) + { + if (maptile *tile = m->tile_available (TILE_LEFT, 1)) + split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); + + if (x1 < 0) // entirely to the left + return; + + x0 = 0; + } + + // clip to map to the right + if (x1 > m->width) + { + if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) + split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); + + if (x0 > m->width) // entirely to the right + return; + + x1 = m->width; + } + + // clip to map above + if (y0 < 0) + { + if (maptile *tile = m->tile_available (TILE_UP, 1)) + split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); + + if (y1 < 0) // entirely above + return; + + y0 = 0; + } + + // clip to map below + if (y1 > m->height) + { + if (maptile *tile = m->tile_available (TILE_DOWN, 1)) + split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); + + if (y0 > m->height) // entirely below + return; + + y1 = m->height; + } + + // if we get here, the rect is within the current map + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + + r->m = m; + r->x0 = x0; + r->y0 = y0; + r->x1 = x1; + r->y1 = y1; + r->dx = dx; + r->dy = dy; +} + +maprect * +maptile::split_to_tiles (int x0, int y0, int x1, int y1) +{ + static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8); + buf.clear (); + + ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); + + // add end marker + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + r->m = 0; + + return (maprect *)buf.linearise (); }