--- deliantra/server/common/map.C 2008/05/18 17:52:53 1.142
+++ deliantra/server/common/map.C 2009/10/12 21:27:55 1.161
@@ -5,18 +5,19 @@
* 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
@@ -115,41 +114,38 @@
* 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)
{
-
/* This must be before the checks below. Code for inventory checkers. */
if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
{
+ 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
{
/* 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))
return 1;
@@ -158,11 +154,11 @@
&& 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 +258,19 @@
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 +332,7 @@
// 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 +340,7 @@
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;
@@ -703,10 +709,7 @@
unique = 1;
if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
- {
- op->destroy_inv (false);
- op->destroy ();
- }
+ op->destroy ();
op = above;
}
@@ -804,10 +807,7 @@
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 ());
@@ -932,38 +932,14 @@
}
/*
- * 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
@@ -1018,10 +994,8 @@
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 */
@@ -1030,17 +1004,7 @@
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);
@@ -1058,7 +1022,8 @@
mapspace::update_ ()
{
object *last = 0;
- uint8 flags = P_UPTODATE, light = 0, anywhere = 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;
@@ -1071,12 +1036,8 @@
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).
@@ -1105,6 +1066,7 @@
middle = tmp;
anywhere = 1;
}
+
/* Find the highest visible face around. If equal
* visibilities, we still want the one nearer to the
* top
@@ -1133,7 +1095,7 @@
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;
@@ -1225,17 +1187,17 @@
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;
}
@@ -1551,8 +1513,8 @@
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);
}
}
@@ -1624,17 +1586,110 @@
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 ();
}