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 | |
|
|
31 | sint8 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 | */ |
72 | int |
73 | int |
73 | blocked_link (object *ob, maptile *m, int sx, int sy) |
74 | blocked_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 | |
|
|
267 | void |
|
|
268 | maptile::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. */ |
559 | static void |
571 | static const char * |
560 | print_shop_string (maptile *m, char *output_string) |
572 | print_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 |
… | |
… | |
701 | |
711 | |
702 | 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)) |
703 | unique = 1; |
713 | unique = 1; |
704 | |
714 | |
705 | if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
715 | if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) |
706 | { |
|
|
707 | op->destroy_inv (false); |
|
|
708 | op->destroy (); |
716 | op->destroy (); |
709 | } |
|
|
710 | |
717 | |
711 | op = above; |
718 | op = above; |
712 | } |
719 | } |
713 | } |
720 | } |
714 | } |
721 | } |
… | |
… | |
727 | MAP_OUT (reset_timeout); |
734 | MAP_OUT (reset_timeout); |
728 | MAP_OUT (fixed_resettime); |
735 | MAP_OUT (fixed_resettime); |
729 | MAP_OUT (no_reset); |
736 | MAP_OUT (no_reset); |
730 | MAP_OUT (no_drop); |
737 | MAP_OUT (no_drop); |
731 | MAP_OUT (difficulty); |
738 | MAP_OUT (difficulty); |
732 | |
|
|
733 | if (default_region) MAP_OUT2 (region, default_region->name); |
739 | if (default_region) MAP_OUT2 (region, default_region->name); |
734 | |
740 | |
735 | if (shopitems) |
741 | if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); |
736 | { |
|
|
737 | char shop[MAX_BUF]; |
|
|
738 | print_shop_string (this, shop); |
|
|
739 | MAP_OUT2 (shopitems, shop); |
|
|
740 | } |
|
|
741 | |
|
|
742 | MAP_OUT (shopgreed); |
742 | MAP_OUT (shopgreed); |
743 | MAP_OUT (shopmin); |
743 | MAP_OUT (shopmin); |
744 | MAP_OUT (shopmax); |
744 | MAP_OUT (shopmax); |
745 | if (shoprace) MAP_OUT (shoprace); |
745 | if (shoprace) MAP_OUT (shoprace); |
|
|
746 | |
746 | MAP_OUT (darkness); |
747 | MAP_OUT (darkness); |
747 | MAP_OUT (width); |
748 | MAP_OUT (width); |
748 | MAP_OUT (height); |
749 | MAP_OUT (height); |
749 | MAP_OUT (enter_x); |
750 | MAP_OUT (enter_x); |
750 | MAP_OUT (enter_y); |
751 | MAP_OUT (enter_y); |
… | |
… | |
802 | |
803 | |
803 | op->flag [FLAG_REMOVED] = true; |
804 | op->flag [FLAG_REMOVED] = true; |
804 | |
805 | |
805 | object *head = op->head_ (); |
806 | object *head = op->head_ (); |
806 | if (op == head) |
807 | if (op == head) |
807 | { |
|
|
808 | op->destroy_inv (false); |
|
|
809 | op->destroy (); |
808 | op->destroy (); |
810 | } |
|
|
811 | else if (head->map != op->map) |
809 | else if (head->map != op->map) |
812 | { |
810 | { |
813 | 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 ()); |
814 | head->destroy (); |
812 | head->destroy (); |
815 | } |
813 | } |
… | |
… | |
930 | op->destroy (); |
928 | op->destroy (); |
931 | } |
929 | } |
932 | } |
930 | } |
933 | |
931 | |
934 | /* |
932 | /* |
935 | * Updates every button on the map (by calling update_button() for them). |
|
|
936 | */ |
|
|
937 | void |
|
|
938 | maptile::update_buttons () |
|
|
939 | { |
|
|
940 | for (oblinkpt *obp = buttons; obp; obp = obp->next) |
|
|
941 | for (objectlink *ol = obp->link; ol; ol = ol->next) |
|
|
942 | { |
|
|
943 | if (!ol->ob) |
|
|
944 | { |
|
|
945 | LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", |
|
|
946 | ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); |
|
|
947 | continue; |
|
|
948 | } |
|
|
949 | |
|
|
950 | if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) |
|
|
951 | { |
|
|
952 | update_button (ol->ob); |
|
|
953 | break; |
|
|
954 | } |
|
|
955 | } |
|
|
956 | } |
|
|
957 | |
|
|
958 | /* |
|
|
959 | * 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. |
960 | * difficulty does not have a lot to do with character level, |
934 | * difficulty does not have a lot to do with character level, |
961 | * 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. |
962 | * |
936 | * |
963 | * 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 |
964 | * 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 |
965 | * have a difficulty set than using this function - human calculation |
939 | * have a difficulty set rather than using this function - human calculation |
966 | * is much better than this functions guesswork. |
940 | * is much better than this function's guesswork. |
967 | */ |
941 | */ |
968 | int |
942 | int |
969 | maptile::estimate_difficulty () const |
943 | maptile::estimate_difficulty () const |
970 | { |
944 | { |
971 | long monster_cnt = 0; |
945 | long monster_cnt = 0; |
… | |
… | |
1016 | * postive values make it darker, negative make it brighter |
990 | * postive values make it darker, negative make it brighter |
1017 | */ |
991 | */ |
1018 | int |
992 | int |
1019 | maptile::change_map_light (int change) |
993 | maptile::change_map_light (int change) |
1020 | { |
994 | { |
1021 | int new_level = darkness + change; |
|
|
1022 | |
|
|
1023 | /* Nothing to do */ |
995 | /* Nothing to do */ |
1024 | if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) |
996 | if (!change) |
1025 | return 0; |
997 | return 0; |
1026 | |
998 | |
1027 | /* inform all players on the map */ |
999 | /* inform all players on the map */ |
1028 | if (change > 0) |
1000 | if (change > 0) |
1029 | new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); |
1001 | new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); |
1030 | else |
1002 | else |
1031 | new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); |
1003 | new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); |
1032 | |
1004 | |
1033 | /* Do extra checking. since darkness is a unsigned value, |
1005 | darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); |
1034 | * we need to be extra careful about negative values. |
|
|
1035 | * In general, the checks below are only needed if change |
|
|
1036 | * is not +/-1 |
|
|
1037 | */ |
|
|
1038 | if (new_level < 0) |
|
|
1039 | darkness = 0; |
|
|
1040 | else if (new_level >= MAX_DARKNESS) |
|
|
1041 | darkness = MAX_DARKNESS; |
|
|
1042 | else |
|
|
1043 | darkness = new_level; |
|
|
1044 | |
1006 | |
1045 | /* All clients need to get re-updated for the change */ |
1007 | /* All clients need to get re-updated for the change */ |
1046 | update_all_map_los (this); |
1008 | update_all_map_los (this); |
1047 | |
1009 | |
1048 | return 1; |
1010 | return 1; |
… | |
… | |
1056 | */ |
1018 | */ |
1057 | void |
1019 | void |
1058 | mapspace::update_ () |
1020 | mapspace::update_ () |
1059 | { |
1021 | { |
1060 | object *last = 0; |
1022 | object *last = 0; |
1061 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1023 | uint8 flags = P_UPTODATE, anywhere = 0; |
|
|
1024 | sint8 light = 0; |
1062 | 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; |
1063 | |
1026 | |
1064 | //object *middle = 0; |
1027 | //object *middle = 0; |
1065 | //object *top = 0; |
1028 | //object *top = 0; |
1066 | //object *floor = 0; |
1029 | //object *floor = 0; |
… | |
… | |
1069 | object *&middle = faces_obj[1] = 0; |
1032 | object *&middle = faces_obj[1] = 0; |
1070 | object *&floor = faces_obj[2] = 0; |
1033 | object *&floor = faces_obj[2] = 0; |
1071 | |
1034 | |
1072 | for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1035 | for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1073 | { |
1036 | { |
1074 | /* This could be made additive I guess (two lights better than |
1037 | // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) |
1075 | * one). But if so, it shouldn't be a simple additive - 2 |
|
|
1076 | * light bulbs do not illuminate twice as far as once since |
|
|
1077 | * it is a dissapation factor that is cubed. |
|
|
1078 | */ |
|
|
1079 | light = max (light, tmp->glow_radius); |
1038 | light += tmp->glow_radius; |
1080 | |
1039 | |
1081 | /* This call is needed in order to update objects the player |
1040 | /* This call is needed in order to update objects the player |
1082 | * is standing in that have animations (ie, grass, fire, etc). |
1041 | * is standing in that have animations (ie, grass, fire, etc). |
1083 | * However, it also causes the look window to be re-drawn |
1042 | * However, it also causes the look window to be re-drawn |
1084 | * 3 times each time the player moves, because many of the |
1043 | * 3 times each time the player moves, because many of the |
… | |
… | |
1132 | if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1091 | if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1133 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; |
1092 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; |
1134 | if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; |
1093 | if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; |
1135 | } |
1094 | } |
1136 | |
1095 | |
1137 | this->light = light; |
1096 | this->light = min (light, MAX_LIGHT_RADIUS); |
1138 | this->flags_ = flags; |
1097 | this->flags_ = flags; |
1139 | this->move_block = move_block & ~move_allow; |
1098 | this->move_block = move_block & ~move_allow; |
1140 | this->move_on = move_on; |
1099 | this->move_on = move_on; |
1141 | this->move_off = move_off; |
1100 | this->move_off = move_off; |
1142 | this->move_slow = move_slow; |
1101 | this->move_slow = move_slow; |
… | |
… | |
1224 | vol += op->volume (); |
1183 | vol += op->volume (); |
1225 | |
1184 | |
1226 | return vol; |
1185 | return vol; |
1227 | } |
1186 | } |
1228 | |
1187 | |
1229 | bool |
1188 | maptile * |
1230 | maptile::tile_available (int dir, bool load) |
1189 | maptile::tile_available (int dir, bool load) |
1231 | { |
1190 | { |
1232 | if (!tile_path[dir]) |
1191 | if (tile_path[dir]) |
1233 | return 0; |
1192 | { |
1234 | |
|
|
1235 | 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)) |
1236 | return 1; |
1194 | return tile_map[dir]; |
1237 | |
1195 | |
1238 | if ((tile_map[dir] = find_async (tile_path[dir], this, load))) |
1196 | if ((tile_map[dir] = find_async (tile_path[dir], this, load))) |
1239 | return 1; |
1197 | return tile_map[dir]; |
|
|
1198 | } |
1240 | |
1199 | |
1241 | return 0; |
1200 | return 0; |
1242 | } |
1201 | } |
1243 | |
1202 | |
1244 | /* this returns TRUE if the coordinates (x,y) are out of |
1203 | /* this returns TRUE if the coordinates (x,y) are out of |
… | |
… | |
1550 | else |
1509 | else |
1551 | { |
1510 | { |
1552 | retval->distance_x += op2->x - x; |
1511 | retval->distance_x += op2->x - x; |
1553 | retval->distance_y += op2->y - y; |
1512 | retval->distance_y += op2->y - y; |
1554 | |
1513 | |
1555 | retval->part = NULL; |
1514 | retval->part = 0; |
1556 | retval->distance = idistance (retval->distance_x, retval->distance_y); |
1515 | retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); |
1557 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1516 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1558 | } |
1517 | } |
1559 | } |
1518 | } |
1560 | |
1519 | |
1561 | /* 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 |
… | |
… | |
1623 | maptile::play_sound (faceidx sound, int x, int y) const |
1582 | maptile::play_sound (faceidx sound, int x, int y) const |
1624 | { |
1583 | { |
1625 | if (!sound) |
1584 | if (!sound) |
1626 | return; |
1585 | return; |
1627 | |
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 | |
|
|
1600 | void |
|
|
1601 | maptile::say_msg (const char *msg, int x, int y) const |
|
|
1602 | { |
1628 | for_all_players (pl) |
1603 | for_all_players (pl) |
1629 | if (pl->ob->map == this) |
|
|
1630 | if (client *ns = pl->ns) |
1604 | if (client *ns = pl->ns) |
1631 | { |
1605 | { |
1632 | int dx = x - pl->ob->x; |
1606 | int dx = x - pl->ob->x; |
1633 | int dy = y - pl->ob->y; |
1607 | int dy = y - pl->ob->y; |
1634 | |
1608 | |
1635 | int distance = idistance (dx, dy); |
1609 | int distance = idistance (dx, dy); |
1636 | |
1610 | |
1637 | if (distance <= MAX_SOUND_DISTANCE) |
1611 | if (distance <= MAX_SOUND_DISTANCE) |
1638 | ns->play_sound (sound, dx, dy); |
1612 | ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); |
1639 | } |
1613 | } |
1640 | } |
1614 | } |
1641 | |
1615 | |
|
|
1616 | static void |
|
|
1617 | split_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 | |
|
|
1679 | maprect * |
|
|
1680 | maptile::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 | |