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Comparing deliantra/server/common/map.C (file contents):
Revision 1.137 by root, Wed Apr 30 16:26:28 2008 UTC vs.
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27
28#include "loader.h" 28#include "loader.h"
29
30#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
31 32
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
35 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
70 * by the caller. 71 * by the caller.
71 */ 72 */
72int 73int
73blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 75{
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this. 77 * have already checked this.
80 */ 78 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 80 {
85 } 83 }
86 84
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
88 * directly. 86 * directly.
89 */ 87 */
90 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
91 89
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
93 92
94 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 95 * things we need to do for players.
97 */ 96 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 98 return 0;
100 99
101 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
113 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
117 */ 116 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
120 120
121 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
123 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
124 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
125 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
126 * pass through this space. 128 * pass through this space.
127 */ 129 */
128 if (tmp->last_sp) 130 if (tmp->last_sp)
129 { 131 {
130 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
131 return 1; 133 return 1;
132 else
133 continue;
134 } 134 }
135 else 135 else
136 { 136 {
137 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through. 138 * if they do, they can't pass through.
139 */ 139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
141 return 1; 141 return 1;
142 else
143 continue;
144 } 142 }
145 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
146 else 148 else
147 { 149 {
148 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
149 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
150 * movement, can't move here. 152 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a 153 * second - if a monster, can't move there, unless it is a
152 * hidden dm 154 * dm.
153 */ 155 */
154 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
155 return 1; 157 return 1;
156 158
157 if (tmp->flag [FLAG_ALIVE] 159 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 160 && tmp->head_ () != ob
159 && tmp != ob 161 && tmp != ob
160 && tmp->type != DOOR 162 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 163 && !tmp->flag [FLAG_WIZ])
162 return 1; 164 return 1;
163 } 165 }
164
165 } 166 }
167
166 return 0; 168 return 0;
167} 169}
168 170
169/* 171/*
170 * Returns qthe blocking object if the given object can't fit in the given 172 * Returns qthe blocking object if the given object can't fit in the given
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 264 tmp->flag [flag] = value;
263} 265}
264 266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
278}
279
265/* link_multipart_objects go through all the objects on the map looking 280/* 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 281 * 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 282 * info we have, they only have the head (as would be expected when
268 * they are saved). 283 * they are saved).
269 */ 284 */
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 { 337 {
323 // we insert manually because 338 // we insert manually because
324 // a) its way faster 339 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that 340 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct 341 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 342 mapspace &ms = at (op->x, op->y);
328 343
329 op->flag [FLAG_REMOVED] = false; 344 op->flag [FLAG_REMOVED] = false;
330 345
331 op->above = 0; 346 op->above = 0;
332 op->below = ms.top; 347 op->below = ms.top;
333 348
334 if (ms.top)
335 ms.top->above = op; 349 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 350
339 ms.top = op; 351 ms.top = op;
340 ms.flags_ = 0; 352 ms.flags_ = 0;
341 } 353 }
342 else 354 else
554 return items; 566 return items;
555} 567}
556 568
557/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
558 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
559static void 571static const char *
560print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
561{ 573{
562 int i; 574 static dynbuf_text buf; buf.clear ();
563 char tmp[MAX_BUF];
564 575
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++) 576 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 577 {
568 if (m->shopitems[i].typenum) 578 if (m->shopitems[i].typenum)
569 { 579 {
570 if (m->shopitems[i].strength) 580 if (m->shopitems[i].strength)
571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 581 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
572 else 582 else
573 sprintf (tmp, "%s;", m->shopitems[i].name); 583 buf.printf ("%s;", m->shopitems[i].name);
574 } 584 }
575 else 585 else
576 { 586 {
577 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 588 buf.printf ("*:%d;", m->shopitems[i].strength);
579 else 589 else
580 sprintf (tmp, "*"); 590 buf.printf ("*");
581 } 591 }
582
583 strcat (output_string, tmp);
584 } 592 }
593
594 return buf;
585} 595}
586 596
587/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
589 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
641 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
642 652
643 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
646 657
647 case KW_region: default_region = region::find (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649 660
650 // old names new names 661 // old names new names
700 711
701 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))
702 unique = 1; 713 unique = 1;
703 714
704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 {
706 op->destroy_inv (false);
707 op->destroy (); 716 op->destroy ();
708 }
709 717
710 op = above; 718 op = above;
711 } 719 }
712 } 720 }
713} 721}
724 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
725 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
726 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
727 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset); 736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
729 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
730
731 if (default_region) MAP_OUT2 (region, default_region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
732 740
733 if (shopitems) 741 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
734 {
735 char shop[MAX_BUF];
736 print_shop_string (this, shop);
737 MAP_OUT2 (shopitems, shop);
738 }
739
740 MAP_OUT (shopgreed); 742 MAP_OUT (shopgreed);
741 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
742 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
743 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
746
744 MAP_OUT (darkness); 747 MAP_OUT (darkness);
745 MAP_OUT (width); 748 MAP_OUT (width);
746 MAP_OUT (height); 749 MAP_OUT (height);
747 MAP_OUT (enter_x); 750 MAP_OUT (enter_x);
748 MAP_OUT (enter_y); 751 MAP_OUT (enter_y);
800 803
801 op->flag [FLAG_REMOVED] = true; 804 op->flag [FLAG_REMOVED] = true;
802 805
803 object *head = op->head_ (); 806 object *head = op->head_ ();
804 if (op == head) 807 if (op == head)
805 {
806 op->destroy_inv (false);
807 op->destroy (); 808 op->destroy ();
808 }
809 else if (head->map != op->map) 809 else if (head->map != op->map)
810 { 810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy (); 812 head->destroy ();
813 } 813 }
928 op->destroy (); 928 op->destroy ();
929 } 929 }
930} 930}
931 931
932/* 932/*
933 * Updates every button on the map (by calling update_button() for them).
934 */
935void
936maptile::update_buttons ()
937{
938 for (oblinkpt *obp = buttons; obp; obp = obp->next)
939 for (objectlink *ol = obp->link; ol; ol = ol->next)
940 {
941 if (!ol->ob)
942 {
943 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
944 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
945 continue;
946 }
947
948 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
949 {
950 update_button (ol->ob);
951 break;
952 }
953 }
954}
955
956/*
957 * This routine is supposed to find out the difficulty of the map. 933 * This routine is supposed to find out the difficulty of the map.
958 * difficulty does not have a lot to do with character level, 934 * difficulty does not have a lot to do with character level,
959 * but does have a lot to do with treasure on the map. 935 * but does have a lot to do with treasure on the map.
960 * 936 *
961 * Difficulty can now be set by the map creature. If the value stored 937 * 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 938 * in the map is zero, then use this routine. Maps should really
963 * have a difficulty set than using this function - human calculation 939 * have a difficulty set rather than using this function - human calculation
964 * is much better than this functions guesswork. 940 * is much better than this function's guesswork.
965 */ 941 */
966int 942int
967maptile::estimate_difficulty () const 943maptile::estimate_difficulty () const
968{ 944{
969 long monster_cnt = 0; 945 long monster_cnt = 0;
981 957
982 if (QUERY_FLAG (op, FLAG_GENERATOR)) 958 if (QUERY_FLAG (op, FLAG_GENERATOR))
983 { 959 {
984 total_exp += op->stats.exp; 960 total_exp += op->stats.exp;
985 961
986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 962 if (archetype *at = op->other_arch)
963 {
987 total_exp += at->stats.exp * 8; 964 total_exp += at->stats.exp * 8;
988
989 monster_cnt++; 965 monster_cnt++;
966 }
967
968 for (object *inv = op->inv; inv; inv = inv->below)
969 {
970 total_exp += op->stats.exp * 8;
971 monster_cnt++;
972 }
990 } 973 }
991 } 974 }
992 975
993 avgexp = (double) total_exp / monster_cnt; 976 avgexp = (double) total_exp / monster_cnt;
994 977
1007 * postive values make it darker, negative make it brighter 990 * postive values make it darker, negative make it brighter
1008 */ 991 */
1009int 992int
1010maptile::change_map_light (int change) 993maptile::change_map_light (int change)
1011{ 994{
1012 int new_level = darkness + change;
1013
1014 /* Nothing to do */ 995 /* Nothing to do */
1015 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 996 if (!change)
1016 return 0; 997 return 0;
1017 998
1018 /* inform all players on the map */ 999 /* inform all players on the map */
1019 if (change > 0) 1000 if (change > 0)
1020 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1001 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1021 else 1002 else
1022 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1023 1004
1024 /* Do extra checking. since darkness is a unsigned value, 1005 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1025 * we need to be extra careful about negative values.
1026 * In general, the checks below are only needed if change
1027 * is not +/-1
1028 */
1029 if (new_level < 0)
1030 darkness = 0;
1031 else if (new_level >= MAX_DARKNESS)
1032 darkness = MAX_DARKNESS;
1033 else
1034 darkness = new_level;
1035 1006
1036 /* All clients need to get re-updated for the change */ 1007 /* All clients need to get re-updated for the change */
1037 update_all_map_los (this); 1008 update_all_map_los (this);
1009
1038 return 1; 1010 return 1;
1039} 1011}
1040 1012
1041/* 1013/*
1042 * This function updates various attributes about a specific space 1014 * This function updates various attributes about a specific space
1045 * through, etc) 1017 * through, etc)
1046 */ 1018 */
1047void 1019void
1048mapspace::update_ () 1020mapspace::update_ ()
1049{ 1021{
1050 object *tmp, *last = 0; 1022 object *last = 0;
1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1023 uint8 flags = P_UPTODATE, anywhere = 0;
1024 sint8 light = 0;
1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1025 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1053 1026
1054 //object *middle = 0; 1027 //object *middle = 0;
1055 //object *top = 0; 1028 //object *top = 0;
1056 //object *floor = 0; 1029 //object *floor = 0;
1057 // this seems to generate better code than using locals, above 1030 // this seems to generate better code than using locals, above
1058 object *&top = faces_obj[0] = 0; 1031 object *&top = faces_obj[0] = 0;
1059 object *&middle = faces_obj[1] = 0; 1032 object *&middle = faces_obj[1] = 0;
1060 object *&floor = faces_obj[2] = 0; 1033 object *&floor = faces_obj[2] = 0;
1061 1034
1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1063 { 1036 {
1064 /* This could be made additive I guess (two lights better than 1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1065 * one). But if so, it shouldn't be a simple additive - 2
1066 * light bulbs do not illuminate twice as far as once since
1067 * it is a dissapation factor that is cubed.
1068 */
1069 if (tmp->glow_radius > light)
1070 light = tmp->glow_radius; 1038 light += tmp->glow_radius;
1071 1039
1072 /* This call is needed in order to update objects the player 1040 /* This call is needed in order to update objects the player
1073 * is standing in that have animations (ie, grass, fire, etc). 1041 * is standing in that have animations (ie, grass, fire, etc).
1074 * However, it also causes the look window to be re-drawn 1042 * However, it also causes the look window to be re-drawn
1075 * 3 times each time the player moves, because many of the 1043 * 3 times each time the player moves, because many of the
1094 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1095 { 1063 {
1096 middle = tmp; 1064 middle = tmp;
1097 anywhere = 1; 1065 anywhere = 1;
1098 } 1066 }
1067
1099 /* Find the highest visible face around. If equal 1068 /* Find the highest visible face around. If equal
1100 * visibilities, we still want the one nearer to the 1069 * visibilities, we still want the one nearer to the
1101 * top 1070 * top
1102 */ 1071 */
1103 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1122 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1123 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1124 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1125 } 1094 }
1126 1095
1127 this->light = light; 1096 this->light = min (light, MAX_LIGHT_RADIUS);
1128 this->flags_ = flags; 1097 this->flags_ = flags;
1129 this->move_block = move_block & ~move_allow; 1098 this->move_block = move_block & ~move_allow;
1130 this->move_on = move_on; 1099 this->move_on = move_on;
1131 this->move_off = move_off; 1100 this->move_off = move_off;
1132 this->move_slow = move_slow; 1101 this->move_slow = move_slow;
1152 * 1) top face is set, need middle to be set. 1121 * 1) top face is set, need middle to be set.
1153 * 2) middle is set, need to set top. 1122 * 2) middle is set, need to set top.
1154 * 3) neither middle or top is set - need to set both. 1123 * 3) neither middle or top is set - need to set both.
1155 */ 1124 */
1156 1125
1157 for (tmp = last; tmp; tmp = tmp->below) 1126 for (object *tmp = last; tmp; tmp = tmp->below)
1158 { 1127 {
1159 /* Once we get to a floor, stop, since we already have a floor object */ 1128 /* Once we get to a floor, stop, since we already have a floor object */
1160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1161 break; 1130 break;
1162 1131
1214 vol += op->volume (); 1183 vol += op->volume ();
1215 1184
1216 return vol; 1185 return vol;
1217} 1186}
1218 1187
1219bool 1188maptile *
1220maptile::tile_available (int dir, bool load) 1189maptile::tile_available (int dir, bool load)
1221{ 1190{
1222 if (!tile_path[dir]) 1191 if (tile_path[dir])
1223 return 0; 1192 {
1224
1225 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1193 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1226 return 1; 1194 return tile_map[dir];
1227 1195
1228 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1196 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1229 return 1; 1197 return tile_map[dir];
1198 }
1230 1199
1231 return 0; 1200 return 0;
1232} 1201}
1233 1202
1234/* this returns TRUE if the coordinates (x,y) are out of 1203/* this returns TRUE if the coordinates (x,y) are out of
1540 else 1509 else
1541 { 1510 {
1542 retval->distance_x += op2->x - x; 1511 retval->distance_x += op2->x - x;
1543 retval->distance_y += op2->y - y; 1512 retval->distance_y += op2->y - y;
1544 1513
1545 retval->part = NULL; 1514 retval->part = 0;
1546 retval->distance = idistance (retval->distance_x, retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1547 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1548 } 1517 }
1549} 1518}
1550 1519
1551/* Returns true of op1 and op2 are effectively on the same map 1520/* Returns true of op1 and op2 are effectively on the same map
1565} 1534}
1566 1535
1567object * 1536object *
1568maptile::insert (object *op, int x, int y, object *originator, int flags) 1537maptile::insert (object *op, int x, int y, object *originator, int flags)
1569{ 1538{
1570 if (!op->flag [FLAG_REMOVED])
1571 op->remove ();
1572
1573 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1539 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1574} 1540}
1575 1541
1576region * 1542region *
1577maptile::region (int x, int y) const 1543maptile::region (int x, int y) const
1587 1553
1588 return ::region::default_region (); 1554 return ::region::default_region ();
1589} 1555}
1590 1556
1591/* picks a random object from a style map. 1557/* picks a random object from a style map.
1592 * Redone by MSW so it should be faster and not use static
1593 * variables to generate tables.
1594 */ 1558 */
1595object * 1559object *
1596maptile::pick_random_object () const 1560maptile::pick_random_object (rand_gen &gen) const
1597{ 1561{
1598 /* while returning a null object will result in a crash, that 1562 /* while returning a null object will result in a crash, that
1599 * is actually preferable to an infinite loop. That is because 1563 * is actually preferable to an infinite loop. That is because
1600 * most servers will automatically restart in case of crash. 1564 * most servers will automatically restart in case of crash.
1601 * Change the logic on getting the random space - shouldn't make 1565 * Change the logic on getting the random space - shouldn't make
1602 * any difference, but this seems clearer to me. 1566 * any difference, but this seems clearer to me.
1603 */ 1567 */
1604 for (int i = 1000; --i;) 1568 for (int i = 1000; --i;)
1605 { 1569 {
1606 object *pick = at (rndm (width), rndm (height)).bot; 1570 object *pick = at (gen (width), gen (height)).bot;
1607 1571
1608 // do not prefer big monsters just because they are big. 1572 // do not prefer big monsters just because they are big.
1609 if (pick && pick->head_ () == pick) 1573 if (pick && pick->is_head ())
1610 return pick->head_ (); 1574 return pick->head_ ();
1611 } 1575 }
1612 1576
1613 // instead of crashing in the unlikely(?) case, try to return *something* 1577 // instead of crashing in the unlikely(?) case, try to return *something*
1614 return get_archetype ("blocked"); 1578 return archetype::find ("bug");
1615} 1579}
1616 1580
1617void 1581void
1618maptile::play_sound (faceidx sound, int x, int y) const 1582maptile::play_sound (faceidx sound, int x, int y) const
1619{ 1583{
1620 if (!sound) 1584 if (!sound)
1621 return; 1585 return;
1622 1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598}
1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1623 for_all_players (pl) 1603 for_all_players (pl)
1624 if (pl->ob->map == this)
1625 if (client *ns = pl->ns) 1604 if (client *ns = pl->ns)
1626 { 1605 {
1627 int dx = x - pl->ob->x; 1606 int dx = x - pl->ob->x;
1628 int dy = y - pl->ob->y; 1607 int dy = y - pl->ob->y;
1629 1608
1630 int distance = idistance (dx, dy); 1609 int distance = idistance (dx, dy);
1631 1610
1632 if (distance <= MAX_SOUND_DISTANCE) 1611 if (distance <= MAX_SOUND_DISTANCE)
1633 ns->play_sound (sound, dx, dy); 1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1634 } 1613 }
1635} 1614}
1636 1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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