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Comparing deliantra/server/common/map.C (file contents):
Revision 1.140 by root, Sun May 4 20:40:52 2008 UTC vs.
Revision 1.155 by root, Fri Dec 26 10:36:42 2008 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 */
641 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
642 655
643 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
645 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;
646 660
647 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649 663
650 // old names new names 664 // old names new names
700 714
701 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))
702 unique = 1; 716 unique = 1;
703 717
704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 {
706 op->destroy_inv (false);
707 op->destroy (); 719 op->destroy ();
708 }
709 720
710 op = above; 721 op = above;
711 } 722 }
712 } 723 }
713} 724}
724 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
725 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
726 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
727 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
729 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
730 742
731 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
732 744
733 if (shopitems) 745 if (shopitems)
800 812
801 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
802 814
803 object *head = op->head_ (); 815 object *head = op->head_ ();
804 if (op == head) 816 if (op == head)
805 {
806 op->destroy_inv (false);
807 op->destroy (); 817 op->destroy ();
808 }
809 else if (head->map != op->map) 818 else if (head->map != op->map)
810 { 819 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy (); 821 head->destroy ();
813 } 822 }
956/* 965/*
957 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
958 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
959 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
960 * 969 *
961 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
962 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
963 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
964 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
965 */ 974 */
966int 975int
967maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
968{ 977{
969 long monster_cnt = 0; 978 long monster_cnt = 0;
1014 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1015 */ 1024 */
1016int 1025int
1017maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1018{ 1027{
1019 int new_level = darkness + change;
1020
1021 /* Nothing to do */ 1028 /* Nothing to do */
1022 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1023 return 0; 1030 return 0;
1024 1031
1025 /* inform all players on the map */ 1032 /* inform all players on the map */
1026 if (change > 0) 1033 if (change > 0)
1027 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1028 else 1035 else
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1030 1037
1031 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1032 * we need to be extra careful about negative values.
1033 * In general, the checks below are only needed if change
1034 * is not +/-1
1035 */
1036 if (new_level < 0)
1037 darkness = 0;
1038 else if (new_level >= MAX_DARKNESS)
1039 darkness = MAX_DARKNESS;
1040 else
1041 darkness = new_level;
1042 1039
1043 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1044 update_all_map_los (this); 1041 update_all_map_los (this);
1042
1045 return 1; 1043 return 1;
1046} 1044}
1047 1045
1048/* 1046/*
1049 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1052 * through, etc) 1050 * through, etc)
1053 */ 1051 */
1054void 1052void
1055mapspace::update_ () 1053mapspace::update_ ()
1056{ 1054{
1057 object *tmp, *last = 0; 1055 object *last = 0;
1058 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1057 sint8 light = 0;
1059 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1060 1059
1061 //object *middle = 0; 1060 //object *middle = 0;
1062 //object *top = 0; 1061 //object *top = 0;
1063 //object *floor = 0; 1062 //object *floor = 0;
1064 // this seems to generate better code than using locals, above 1063 // this seems to generate better code than using locals, above
1065 object *&top = faces_obj[0] = 0; 1064 object *&top = faces_obj[0] = 0;
1066 object *&middle = faces_obj[1] = 0; 1065 object *&middle = faces_obj[1] = 0;
1067 object *&floor = faces_obj[2] = 0; 1066 object *&floor = faces_obj[2] = 0;
1068 1067
1069 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1070 { 1069 {
1071 /* This could be made additive I guess (two lights better than 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1072 * one). But if so, it shouldn't be a simple additive - 2
1073 * light bulbs do not illuminate twice as far as once since
1074 * it is a dissapation factor that is cubed.
1075 */
1076 light = max (light, tmp->glow_radius); 1071 light += tmp->glow_radius;
1077 1072
1078 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1079 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1080 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1081 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1100 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1101 { 1096 {
1102 middle = tmp; 1097 middle = tmp;
1103 anywhere = 1; 1098 anywhere = 1;
1104 } 1099 }
1100
1105 /* Find the highest visible face around. If equal 1101 /* Find the highest visible face around. If equal
1106 * visibilities, we still want the one nearer to the 1102 * visibilities, we still want the one nearer to the
1107 * top 1103 * top
1108 */ 1104 */
1109 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1128 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1129 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1130 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1131 } 1127 }
1132 1128
1133 this->light = light; 1129 this->light = min (light, MAX_LIGHT_RADIUS);
1134 this->flags_ = flags; 1130 this->flags_ = flags;
1135 this->move_block = move_block & ~move_allow; 1131 this->move_block = move_block & ~move_allow;
1136 this->move_on = move_on; 1132 this->move_on = move_on;
1137 this->move_off = move_off; 1133 this->move_off = move_off;
1138 this->move_slow = move_slow; 1134 this->move_slow = move_slow;
1158 * 1) top face is set, need middle to be set. 1154 * 1) top face is set, need middle to be set.
1159 * 2) middle is set, need to set top. 1155 * 2) middle is set, need to set top.
1160 * 3) neither middle or top is set - need to set both. 1156 * 3) neither middle or top is set - need to set both.
1161 */ 1157 */
1162 1158
1163 for (tmp = last; tmp; tmp = tmp->below) 1159 for (object *tmp = last; tmp; tmp = tmp->below)
1164 { 1160 {
1165 /* Once we get to a floor, stop, since we already have a floor object */ 1161 /* Once we get to a floor, stop, since we already have a floor object */
1166 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1167 break; 1163 break;
1168 1164
1220 vol += op->volume (); 1216 vol += op->volume ();
1221 1217
1222 return vol; 1218 return vol;
1223} 1219}
1224 1220
1225bool 1221maptile *
1226maptile::tile_available (int dir, bool load) 1222maptile::tile_available (int dir, bool load)
1227{ 1223{
1228 if (!tile_path[dir]) 1224 if (tile_path[dir])
1229 return 0; 1225 {
1230
1231 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1232 return 1; 1227 return tile_map[dir];
1233 1228
1234 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1235 return 1; 1230 return tile_map[dir];
1231 }
1236 1232
1237 return 0; 1233 return 0;
1238} 1234}
1239 1235
1240/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
1571} 1567}
1572 1568
1573object * 1569object *
1574maptile::insert (object *op, int x, int y, object *originator, int flags) 1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1575{ 1571{
1576 if (!op->flag [FLAG_REMOVED])
1577 op->remove ();
1578
1579 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1580} 1573}
1581 1574
1582region * 1575region *
1583maptile::region (int x, int y) const 1576maptile::region (int x, int y) const
1622maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::play_sound (faceidx sound, int x, int y) const
1623{ 1616{
1624 if (!sound) 1617 if (!sound)
1625 return; 1618 return;
1626 1619
1627 for_all_players (pl) 1620 for_all_players_on_map (pl, this)
1628 if (pl->ob->map == this)
1629 if (client *ns = pl->ns) 1621 if (client *ns = pl->ns)
1630 { 1622 {
1631 int dx = x - pl->ob->x; 1623 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y; 1624 int dy = y - pl->ob->y;
1633 1625
1634 int distance = idistance (dx, dy); 1626 int distance = idistance (dx, dy);
1635 1627
1636 if (distance <= MAX_SOUND_DISTANCE) 1628 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->play_sound (sound, dx, dy); 1629 ns->play_sound (sound, dx, dy);
1638 } 1630 }
1639} 1631}
1640 1632
1633static void
1634split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1635{
1636 // clip to map to the left
1637 if (x0 < 0)
1638 {
1639 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1640 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1641
1642 if (x1 < 0) // entirely to the left
1643 return;
1644
1645 x0 = 0;
1646 }
1647
1648 // clip to map to the right
1649 if (x1 > m->width)
1650 {
1651 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1652 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1653
1654 if (x0 > m->width) // entirely to the right
1655 return;
1656
1657 x1 = m->width;
1658 }
1659
1660 // clip to map above
1661 if (y0 < 0)
1662 {
1663 if (maptile *tile = m->tile_available (TILE_UP, 1))
1664 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1665
1666 if (y1 < 0) // entirely above
1667 return;
1668
1669 y0 = 0;
1670 }
1671
1672 // clip to map below
1673 if (y1 > m->height)
1674 {
1675 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1676 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1677
1678 if (y0 > m->height) // entirely below
1679 return;
1680
1681 y1 = m->height;
1682 }
1683
1684 // if we get here, the rect is within the current map
1685 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1686
1687 r->m = m;
1688 r->x0 = x0;
1689 r->y0 = y0;
1690 r->x1 = x1;
1691 r->y1 = y1;
1692 r->dx = dx;
1693 r->dy = dy;
1694}
1695
1696maprect *
1697maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1698{
1699 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1700 buf.clear ();
1701
1702 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1703
1704 // add end marker
1705 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1706 r->m = 0;
1707
1708 return (maprect *)buf.linearise ();
1709}
1710

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