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Comparing deliantra/server/common/map.C (file contents):
Revision 1.127 by root, Fri Sep 7 18:03:31 2007 UTC vs.
Revision 1.157 by root, Thu Jan 8 19:23:44 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * 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
166 } 165 }
167 return 0; 166 return 0;
168} 167}
169 168
170/* 169/*
171 * Returns true if the given object can't fit in the given spot. 170 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 171 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 172 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 173 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 174 * object and makes sure they can be inserted.
176 * 175 *
177 * While this doesn't call out of map, the get_map_flags does. 176 * While this doesn't call out of map, the get_map_flags does.
178 * 177 *
179 * This function has been used to deprecate arch_out_of_map - 178 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 179 * this function also does that check, and since in most cases,
191 * 190 *
192 * Note this used to be arch_blocked, but with new movement 191 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 192 * code, we need to have actual object to check its move_type
194 * against the move_block values. 193 * against the move_block values.
195 */ 194 */
196int 195bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 196object::blocked (maptile *m, int x, int y) const
198{ 197{
199 archetype *tmp; 198 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 199 {
200 mapxy pos (m, x + tmp->x, y + tmp->y);
213 201
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 202 if (!pos.normalise ())
215 { 203 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 204
218 if (flag & P_OUT_OF_MAP) 205 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 206
220 if (flag & P_IS_ALIVE) 207 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 208 return 1;
222 209
223 mapspace &ms = m1->at (sx, sy); 210 /* However, often ob doesn't have any move type
224 211 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 212 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 213 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 214 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 215 continue;
232 216
233 /* Note it is intentional that we check ob - the movement type of the 217 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 218 * head of the object should correspond for the entire object.
235 */ 219 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 220 if (ms.blocks (move_type))
237 return P_NO_PASS; 221 return 1;
238 } 222 }
239 223
240 return 0; 224 return 0;
241} 225}
242 226
260 244
261 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
262 tmp = next; 246 tmp = next;
263 } 247 }
264 248
265 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
266 * carrying. 250 //TODO: remove
267 */ 251 container->update_weight ();
268 sum_weight (container);
269} 252}
270 253
271void 254void
272maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
273{ 256{
275 return; 258 return;
276 259
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
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);
280} 276}
281 277
282/* 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
283 * 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
284 * 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
322bool 318bool
323maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
324{ 320{
325 for (;;) 321 for (;;)
326 { 322 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
328 324
329 switch (f.kw) 325 switch (f.kw)
330 { 326 {
331 case KW_arch: 327 case KW_arch:
332 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
333 { 329 {
330 // TODO: why?
334 if (op->inv) 331 if (op->inv)
335 sum_weight (op); 332 op->update_weight ();
336 333
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 if (ms.top)
348 ms.top->above = op;
349 else
350 ms.bot = op;
351
352 ms.top = op;
353 ms.flags_ = 0;
354 }
355 else
356 {
357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
358 op->destroy ();
359 }
338 } 360 }
339 361
340 continue; 362 continue;
341 363
342 case KW_EOF: 364 case KW_EOF:
632 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
633 655
634 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
637 660
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 663
641 // old names new names 664 // old names new names
691 714
692 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))
693 unique = 1; 716 unique = 1;
694 717
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 719 op->destroy ();
699 }
700 720
701 op = above; 721 op = above;
702 } 722 }
703 } 723 }
704} 724}
715 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
721 742
722 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
723 744
724 if (shopitems) 745 if (shopitems)
789 if (ms->bot = op->above) 810 if (ms->bot = op->above)
790 ms->bot->below = 0; 811 ms->bot->below = 0;
791 812
792 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
793 814
815 object *head = op->head_ ();
794 if (op == op->head_ ()) 816 if (op == head)
817 op->destroy ();
818 else if (head->map != op->map)
795 { 819 {
796 op->destroy_inv (false); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 op->destroy (); 821 head->destroy ();
798 } 822 }
799 } 823 }
800 824
801 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
802 } 826 }
803 827
804 if (buttons) 828 if (buttons)
805 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
806 830
807 sfree (regions, size ()); regions = 0; 831 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0; 832 delete [] regionmap; regionmap = 0;
809} 833}
810 834
811void 835void
812maptile::clear_header () 836maptile::clear_header ()
913 op->destroy (); 937 op->destroy ();
914 } 938 }
915} 939}
916 940
917/* 941/*
918 * Updates every button on the map (by calling update_button() for them).
919 */
920void
921maptile::update_buttons ()
922{
923 for (oblinkpt *obp = buttons; obp; obp = obp->next)
924 for (objectlink *ol = obp->link; ol; ol = ol->next)
925 {
926 if (!ol->ob)
927 {
928 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
929 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
930 continue;
931 }
932
933 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
934 {
935 update_button (ol->ob);
936 break;
937 }
938 }
939}
940
941/*
942 * 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.
943 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
944 * 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.
945 * 945 *
946 * 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
947 * 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
948 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
949 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
950 */ 950 */
951int 951int
952maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
953{ 953{
954 long monster_cnt = 0; 954 long monster_cnt = 0;
966 966
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (QUERY_FLAG (op, FLAG_GENERATOR))
968 { 968 {
969 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
970 970
971 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
972 total_exp += at->stats.exp * 8; 973 total_exp += at->stats.exp * 8;
973
974 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
975 } 982 }
976 } 983 }
977 984
978 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
979 986
992 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
993 */ 1000 */
994int 1001int
995maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
996{ 1003{
997 int new_level = darkness + change;
998
999 /* Nothing to do */ 1004 /* Nothing to do */
1000 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1001 return 0; 1006 return 0;
1002 1007
1003 /* inform all players on the map */ 1008 /* inform all players on the map */
1004 if (change > 0) 1009 if (change > 0)
1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1006 else 1011 else
1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1008 1013
1009 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1010 * we need to be extra careful about negative values.
1011 * In general, the checks below are only needed if change
1012 * is not +/-1
1013 */
1014 if (new_level < 0)
1015 darkness = 0;
1016 else if (new_level >= MAX_DARKNESS)
1017 darkness = MAX_DARKNESS;
1018 else
1019 darkness = new_level;
1020 1015
1021 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1022 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1023 return 1; 1019 return 1;
1024} 1020}
1025 1021
1026/* 1022/*
1027 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1030 * through, etc) 1026 * through, etc)
1031 */ 1027 */
1032void 1028void
1033mapspace::update_ () 1029mapspace::update_ ()
1034{ 1030{
1035 object *tmp, *last = 0; 1031 object *last = 0;
1036 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1037 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;
1038 1035
1039 //object *middle = 0; 1036 //object *middle = 0;
1040 //object *top = 0; 1037 //object *top = 0;
1041 //object *floor = 0; 1038 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1039 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1040 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1041 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1042 object *&floor = faces_obj[2] = 0;
1046 1043
1047 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1045 {
1049 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1050 * one). But if so, it shouldn't be a simple additive - 2
1051 * light bulbs do not illuminate twice as far as once since
1052 * it is a dissapation factor that is cubed.
1053 */
1054 if (tmp->glow_radius > light)
1055 light = tmp->glow_radius; 1047 light += tmp->glow_radius;
1056 1048
1057 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1058 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1059 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1060 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1079 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1080 { 1072 {
1081 middle = tmp; 1073 middle = tmp;
1082 anywhere = 1; 1074 anywhere = 1;
1083 } 1075 }
1076
1084 /* Find the highest visible face around. If equal 1077 /* Find the highest visible face around. If equal
1085 * visibilities, we still want the one nearer to the 1078 * visibilities, we still want the one nearer to the
1086 * top 1079 * top
1087 */ 1080 */
1088 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1110 } 1103 }
1111 1104
1112 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1113 this->flags_ = flags; 1106 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on; 1108 this->move_on = move_on;
1116 this->move_off = move_off; 1109 this->move_off = move_off;
1117 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1137 * 1) top face is set, need middle to be set. 1130 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top. 1131 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both. 1132 * 3) neither middle or top is set - need to set both.
1140 */ 1133 */
1141 1134
1142 for (tmp = last; tmp; tmp = tmp->below) 1135 for (object *tmp = last; tmp; tmp = tmp->below)
1143 { 1136 {
1144 /* Once we get to a floor, stop, since we already have a floor object */ 1137 /* Once we get to a floor, stop, since we already have a floor object */
1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1138 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1146 break; 1139 break;
1147 1140
1199 vol += op->volume (); 1192 vol += op->volume ();
1200 1193
1201 return vol; 1194 return vol;
1202} 1195}
1203 1196
1204bool 1197maptile *
1205maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1206{ 1199{
1207 if (!tile_path[dir]) 1200 if (tile_path[dir])
1208 return 0; 1201 {
1209
1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1211 return 1; 1203 return tile_map[dir];
1212 1204
1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214 return 1; 1206 return tile_map[dir];
1207 }
1215 1208
1216 return 0; 1209 return 0;
1217} 1210}
1218 1211
1219/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1550} 1543}
1551 1544
1552object * 1545object *
1553maptile::insert (object *op, int x, int y, object *originator, int flags) 1546maptile::insert (object *op, int x, int y, object *originator, int flags)
1554{ 1547{
1555 if (!op->flag [FLAG_REMOVED])
1556 op->remove ();
1557
1558 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1548 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1559} 1549}
1560 1550
1561region * 1551region *
1562maptile::region (int x, int y) const 1552maptile::region (int x, int y) const
1572 1562
1573 return ::region::default_region (); 1563 return ::region::default_region ();
1574} 1564}
1575 1565
1576/* picks a random object from a style map. 1566/* picks a random object from a style map.
1577 * Redone by MSW so it should be faster and not use static
1578 * variables to generate tables.
1579 */ 1567 */
1580object * 1568object *
1581maptile::pick_random_object () const 1569maptile::pick_random_object (rand_gen &gen) const
1582{ 1570{
1583 /* while returning a null object will result in a crash, that 1571 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because 1572 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash. 1573 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make 1574 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me. 1575 * any difference, but this seems clearer to me.
1588 */ 1576 */
1589 for (int i = 1000; --i;) 1577 for (int i = 1000; --i;)
1590 { 1578 {
1591 object *pick = at (rndm (width), rndm (height)).bot; 1579 object *pick = at (gen (width), gen (height)).bot;
1592 1580
1593 // do not prefer big monsters just because they are big. 1581 // do not prefer big monsters just because they are big.
1594 if (pick && pick->head_ () == pick) 1582 if (pick && pick->is_head ())
1595 return pick->head_ (); 1583 return pick->head_ ();
1596 } 1584 }
1597 1585
1598 // instead of crashing in the unlikely(?) case, try to return *something* 1586 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return get_archetype ("blocked"); 1587 return archetype::find ("bug");
1600} 1588}
1601 1589
1602void 1590void
1603maptile::play_sound (faceidx sound, int x, int y) const 1591maptile::play_sound (faceidx sound, int x, int y) const
1604{ 1592{
1605 if (!sound) 1593 if (!sound)
1606 return; 1594 return;
1607 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{
1608 for_all_players (pl) 1612 for_all_players (pl)
1609 if (pl->observe->map == this)
1610 if (client *ns = pl->ns) 1613 if (client *ns = pl->ns)
1611 { 1614 {
1612 int dx = x - pl->observe->x; 1615 int dx = x - pl->ob->x;
1613 int dy = y - pl->observe->y; 1616 int dy = y - pl->ob->y;
1614 1617
1615 int distance = idistance (dx, dy); 1618 int distance = idistance (dx, dy);
1616 1619
1617 if (distance <= MAX_SOUND_DISTANCE) 1620 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->play_sound (sound, dx, dy); 1621 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 } 1622 }
1620} 1623}
1621 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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