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Comparing deliantra/server/common/map.C (file contents):
Revision 1.129 by root, Wed Sep 12 11:10:09 2007 UTC vs.
Revision 1.166 by root, Wed Oct 21 00:44:39 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 (©) 2005,2006,2007,2008,2009 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 * Crossfire TRT 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 <crossfire@schmorp.de> 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#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
32 32
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
36 * 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
71 * by the caller. 71 * by the caller.
72 */ 72 */
73int 73int
74blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 75{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 77 * have already checked this.
81 */ 78 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 80 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 82 return 1;
86 } 83 }
87 84
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 86
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 87 int mflags = ms.flags ();
88 int blocked = ms.move_block;
94 89
95 /* If space is currently not blocked by anything, no need to 90 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 91 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 92 * things we need to do for players.
98 */ 93 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 94 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 95 return 0;
101 96
102 /* if there isn't anytyhing alive on this space, and this space isn't 97 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 98 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 99 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 100 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 101 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 102 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 109 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 110 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 111 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 112 * ob is blocking it, so return 0.
118 */ 113 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 114 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 115 {
121 116 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 117 {
125 /* If last_sp is set, the player/monster needs an object, 118 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 119 if (RESULT_INT (0))
127 * pass through this space. 120 return 1;
128 */ 121 else
129 if (tmp->last_sp) 122 continue;
123
124 if (tmp->type == CHECK_INV)
130 { 125 {
131 if (check_inv_recursive (ob, tmp) == NULL) 126 bool have = check_inv_recursive (ob, tmp);
127
128 // last_sp set means we block if we don't have.
129 if (logical_xor (have, tmp->last_sp))
132 return 1; 130 return 1;
133 else 131 }
134 continue; 132 else if (tmp->type == T_MATCH)
133 {
134 // T_MATCH allows "entrance" iff the match is true
135 // == blocks if the match fails
136
137 // we could have used an INVOKE_OBJECT, but decided against it, as we
138 // assume that T_MATCH is relatively common.
139 if (!match (tmp->slaying, ob, tmp, ob))
140 return 1;
135 } 141 }
136 else 142 else
137 { 143 return 1; // unconditional block
138 /* In this case, the player must not have the object - 144
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 145 } else {
148 { 146 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 147 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 148 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 149
158 if (tmp->flag [FLAG_ALIVE] 150 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 151 && tmp->head_ () != ob
160 && tmp != ob 152 && tmp != ob
161 && tmp->type != DOOR 153 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 154 && !tmp->flag [FLAG_WIZPASS])
163 return 1; 155 return 1;
164 } 156 }
165
166 } 157 }
158
167 return 0; 159 return 0;
168} 160}
169 161
170/* 162/*
171 * Returns qthe blocking object if the given object can't fit in the given 163 * Returns qthe blocking object if the given object can't fit in the given
245 237
246 insert_ob_in_ob (tmp, container); 238 insert_ob_in_ob (tmp, container);
247 tmp = next; 239 tmp = next;
248 } 240 }
249 241
250 /* sum_weight will go through and calculate what all the containers are 242 // go through and calculate what all the containers are carrying.
251 * carrying. 243 //TODO: remove
252 */ 244 container->update_weight ();
253 sum_weight (container);
254} 245}
255 246
256void 247void
257maptile::set_object_flag (int flag, int value) 248maptile::set_object_flag (int flag, int value)
258{ 249{
260 return; 251 return;
261 252
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 255 tmp->flag [flag] = value;
256}
257
258void
259maptile::post_load_original ()
260{
261 if (!spaces)
262 return;
263
264 set_object_flag (FLAG_OBJ_ORIGINAL);
265
266 for (mapspace *ms = spaces + size (); ms-- > spaces; )
267 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
268 INVOKE_OBJECT (RESET, tmp);
265} 269}
266 270
267/* link_multipart_objects go through all the objects on the map looking 271/* link_multipart_objects go through all the objects on the map looking
268 * for objects whose arch says they are multipart yet according to the 272 * for objects whose arch says they are multipart yet according to the
269 * info we have, they only have the head (as would be expected when 273 * info we have, they only have the head (as would be expected when
307bool 311bool
308maptile::_load_objects (object_thawer &f) 312maptile::_load_objects (object_thawer &f)
309{ 313{
310 for (;;) 314 for (;;)
311 { 315 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 316 coroapi::cede_to_tick (); // cede once in a while
313 317
314 switch (f.kw) 318 switch (f.kw)
315 { 319 {
316 case KW_arch: 320 case KW_arch:
317 if (object *op = object::read (f, this)) 321 if (object *op = object::read (f, this))
318 { 322 {
323 // TODO: why?
319 if (op->inv) 324 if (op->inv)
320 sum_weight (op); 325 op->update_weight ();
321 326
322 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 327 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
328 {
329 // we insert manually because
330 // a) its way faster
331 // b) we remove manually, too, and there are good reasons for that
332 // c) it's correct
333 mapspace &ms = at (op->x, op->y);
334
335 op->flag [FLAG_REMOVED] = false;
336
337 op->above = 0;
338 op->below = ms.top;
339
340 *(ms.top ? &ms.top->above : &ms.bot) = op;
341
342 ms.top = op;
343 ms.flags_ = 0;
344 }
345 else
346 {
347 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
348 op->destroy ();
349 }
323 } 350 }
324 351
325 continue; 352 continue;
326 353
327 case KW_EOF: 354 case KW_EOF:
530 return items; 557 return items;
531} 558}
532 559
533/* opposite of parse string, this puts the string that was originally fed in to 560/* opposite of parse string, this puts the string that was originally fed in to
534 * the map (or something equivilent) into output_string. */ 561 * the map (or something equivilent) into output_string. */
535static void 562static const char *
536print_shop_string (maptile *m, char *output_string) 563print_shop_string (maptile *m)
537{ 564{
538 int i; 565 static dynbuf_text buf; buf.clear ();
539 char tmp[MAX_BUF];
540 566
541 strcpy (output_string, "");
542 for (i = 0; i < m->shopitems[0].index; i++) 567 for (int i = 0; i < m->shopitems[0].index; i++)
543 { 568 {
544 if (m->shopitems[i].typenum) 569 if (m->shopitems[i].typenum)
545 { 570 {
546 if (m->shopitems[i].strength) 571 if (m->shopitems[i].strength)
547 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 572 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
548 else 573 else
549 sprintf (tmp, "%s;", m->shopitems[i].name); 574 buf.printf ("%s;", m->shopitems[i].name);
550 } 575 }
551 else 576 else
552 { 577 {
553 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
554 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 579 buf.printf ("*:%d;", m->shopitems[i].strength);
555 else 580 else
556 sprintf (tmp, "*"); 581 buf.printf ("*");
557 } 582 }
558
559 strcat (output_string, tmp);
560 } 583 }
584
585 return buf;
561} 586}
562 587
563/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
564 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
565 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
617 case KW_sky: thawer.get (sky); break; 642 case KW_sky: thawer.get (sky); break;
618 643
619 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
621 case KW_no_reset: thawer.get (no_reset); break; 646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
622 648
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 651
626 // old names new names 652 // old names new names
676 702
677 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 703 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
678 unique = 1; 704 unique = 1;
679 705
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 706 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 {
682 op->destroy_inv (false);
683 op->destroy (); 707 op->destroy ();
684 }
685 708
686 op = above; 709 op = above;
687 } 710 }
688 } 711 }
689} 712}
700 MAP_OUT (swap_time); 723 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 724 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 725 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 726 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 727 MAP_OUT (no_reset);
728 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 729 MAP_OUT (difficulty);
706
707 if (default_region) MAP_OUT2 (region, default_region->name); 730 if (default_region) MAP_OUT2 (region, default_region->name);
708 731
709 if (shopitems) 732 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
710 {
711 char shop[MAX_BUF];
712 print_shop_string (this, shop);
713 MAP_OUT2 (shopitems, shop);
714 }
715
716 MAP_OUT (shopgreed); 733 MAP_OUT (shopgreed);
717 MAP_OUT (shopmin); 734 MAP_OUT (shopmin);
718 MAP_OUT (shopmax); 735 MAP_OUT (shopmax);
719 if (shoprace) MAP_OUT (shoprace); 736 if (shoprace) MAP_OUT (shoprace);
737
720 MAP_OUT (darkness); 738 MAP_OUT (darkness);
721 MAP_OUT (width); 739 MAP_OUT (width);
722 MAP_OUT (height); 740 MAP_OUT (height);
723 MAP_OUT (enter_x); 741 MAP_OUT (enter_x);
724 MAP_OUT (enter_y); 742 MAP_OUT (enter_y);
776 794
777 op->flag [FLAG_REMOVED] = true; 795 op->flag [FLAG_REMOVED] = true;
778 796
779 object *head = op->head_ (); 797 object *head = op->head_ ();
780 if (op == head) 798 if (op == head)
781 {
782 op->destroy_inv (false);
783 op->destroy (); 799 op->destroy ();
784 }
785 else if (head->map != op->map) 800 else if (head->map != op->map)
786 { 801 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 802 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy (); 803 head->destroy ();
789 } 804 }
790 } 805 }
791 806
792 sfree (spaces, size ()), spaces = 0; 807 sfree0 (spaces, size ());
793 } 808 }
794 809
795 if (buttons) 810 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 811 free_objectlinkpt (buttons), buttons = 0;
797 812
798 sfree (regions, size ()); regions = 0; 813 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 814 delete [] regionmap; regionmap = 0;
800} 815}
801 816
802void 817void
803maptile::clear_header () 818maptile::clear_header ()
904 op->destroy (); 919 op->destroy ();
905 } 920 }
906} 921}
907 922
908/* 923/*
909 * Updates every button on the map (by calling update_button() for them).
910 */
911void
912maptile::update_buttons ()
913{
914 for (oblinkpt *obp = buttons; obp; obp = obp->next)
915 for (objectlink *ol = obp->link; ol; ol = ol->next)
916 {
917 if (!ol->ob)
918 {
919 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
920 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
921 continue;
922 }
923
924 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
925 {
926 update_button (ol->ob);
927 break;
928 }
929 }
930}
931
932/*
933 * This routine is supposed to find out the difficulty of the map. 924 * This routine is supposed to find out the difficulty of the map.
934 * difficulty does not have a lot to do with character level, 925 * difficulty does not have a lot to do with character level,
935 * but does have a lot to do with treasure on the map. 926 * but does have a lot to do with treasure on the map.
936 * 927 *
937 * Difficulty can now be set by the map creature. If the value stored 928 * Difficulty can now be set by the map creator. If the value stored
938 * in the map is zero, then use this routine. Maps should really 929 * in the map is zero, then use this routine. Maps should really
939 * have a difficulty set than using this function - human calculation 930 * have a difficulty set rather than using this function - human calculation
940 * is much better than this functions guesswork. 931 * is much better than this function's guesswork.
941 */ 932 */
942int 933int
943maptile::estimate_difficulty () const 934maptile::estimate_difficulty () const
944{ 935{
945 long monster_cnt = 0; 936 long monster_cnt = 0;
957 948
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 949 if (QUERY_FLAG (op, FLAG_GENERATOR))
959 { 950 {
960 total_exp += op->stats.exp; 951 total_exp += op->stats.exp;
961 952
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 953 if (archetype *at = op->other_arch)
954 {
963 total_exp += at->stats.exp * 8; 955 total_exp += at->stats.exp * 8;
964
965 monster_cnt++; 956 monster_cnt++;
957 }
958
959 for (object *inv = op->inv; inv; inv = inv->below)
960 {
961 total_exp += op->stats.exp * 8;
962 monster_cnt++;
963 }
966 } 964 }
967 } 965 }
968 966
969 avgexp = (double) total_exp / monster_cnt; 967 avgexp = (double) total_exp / monster_cnt;
970 968
983 * postive values make it darker, negative make it brighter 981 * postive values make it darker, negative make it brighter
984 */ 982 */
985int 983int
986maptile::change_map_light (int change) 984maptile::change_map_light (int change)
987{ 985{
988 int new_level = darkness + change;
989
990 /* Nothing to do */ 986 /* Nothing to do */
991 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 987 if (!change)
992 return 0; 988 return 0;
993 989
994 /* inform all players on the map */ 990 /* inform all players on the map */
995 if (change > 0) 991 if (change > 0)
996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 992 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 else 993 else
998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 994 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 995
1000 /* Do extra checking. since darkness is a unsigned value, 996 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1001 * we need to be extra careful about negative values.
1002 * In general, the checks below are only needed if change
1003 * is not +/-1
1004 */
1005 if (new_level < 0)
1006 darkness = 0;
1007 else if (new_level >= MAX_DARKNESS)
1008 darkness = MAX_DARKNESS;
1009 else
1010 darkness = new_level;
1011 997
1012 /* All clients need to get re-updated for the change */ 998 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 999 update_all_map_los (this);
1000
1014 return 1; 1001 return 1;
1015} 1002}
1016 1003
1017/* 1004/*
1018 * This function updates various attributes about a specific space 1005 * This function updates various attributes about a specific space
1021 * through, etc) 1008 * through, etc)
1022 */ 1009 */
1023void 1010void
1024mapspace::update_ () 1011mapspace::update_ ()
1025{ 1012{
1026 object *tmp, *last = 0; 1013 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1014 uint8 flags = P_UPTODATE, anywhere = 0;
1015 sint8 light = 0;
1028 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1016 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1029 1017
1030 //object *middle = 0; 1018 //object *middle = 0;
1031 //object *top = 0; 1019 //object *top = 0;
1032 //object *floor = 0; 1020 //object *floor = 0;
1033 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1037 1025
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1026 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1027 {
1040 /* This could be made additive I guess (two lights better than 1028 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1041 * one). But if so, it shouldn't be a simple additive - 2
1042 * light bulbs do not illuminate twice as far as once since
1043 * it is a dissapation factor that is cubed.
1044 */
1045 if (tmp->glow_radius > light)
1046 light = tmp->glow_radius; 1029 light += tmp->glow_radius;
1047 1030
1048 /* This call is needed in order to update objects the player 1031 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1032 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1033 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1034 * 3 times each time the player moves, because many of the
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1053 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1054 {
1072 middle = tmp; 1055 middle = tmp;
1073 anywhere = 1; 1056 anywhere = 1;
1074 } 1057 }
1058
1075 /* Find the highest visible face around. If equal 1059 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the 1060 * visibilities, we still want the one nearer to the
1077 * top 1061 * top
1078 */ 1062 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1063 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1082 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1083 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1084 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1085 }
1102 1086
1103 this->light = light; 1087 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1088 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1089 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1090 this->move_on = move_on;
1107 this->move_off = move_off; 1091 this->move_off = move_off;
1108 this->move_slow = move_slow; 1092 this->move_slow = move_slow;
1128 * 1) top face is set, need middle to be set. 1112 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1113 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1114 * 3) neither middle or top is set - need to set both.
1131 */ 1115 */
1132 1116
1133 for (tmp = last; tmp; tmp = tmp->below) 1117 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1118 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1119 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1120 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break; 1121 break;
1138 1122
1190 vol += op->volume (); 1174 vol += op->volume ();
1191 1175
1192 return vol; 1176 return vol;
1193} 1177}
1194 1178
1195bool 1179maptile *
1196maptile::tile_available (int dir, bool load) 1180maptile::tile_available (int dir, bool load)
1197{ 1181{
1198 if (!tile_path[dir]) 1182 if (tile_path[dir])
1199 return 0; 1183 {
1200
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1184 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return 1; 1185 return tile_map[dir];
1203 1186
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1187 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1188 return tile_map[dir];
1189 }
1206 1190
1207 return 0; 1191 return 0;
1208} 1192}
1209 1193
1210/* this returns TRUE if the coordinates (x,y) are out of 1194/* this returns TRUE if the coordinates (x,y) are out of
1516 else 1500 else
1517 { 1501 {
1518 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1520 1504
1521 retval->part = NULL; 1505 retval->part = 0;
1522 retval->distance = idistance (retval->distance_x, retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1524 } 1508 }
1525} 1509}
1526 1510
1527/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map
1541} 1525}
1542 1526
1543object * 1527object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1528maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1529{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1530 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1550} 1531}
1551 1532
1552region * 1533region *
1553maptile::region (int x, int y) const 1534maptile::region (int x, int y) const
1563 1544
1564 return ::region::default_region (); 1545 return ::region::default_region ();
1565} 1546}
1566 1547
1567/* picks a random object from a style map. 1548/* picks a random object from a style map.
1568 * Redone by MSW so it should be faster and not use static
1569 * variables to generate tables.
1570 */ 1549 */
1571object * 1550object *
1572maptile::pick_random_object () const 1551maptile::pick_random_object (rand_gen &gen) const
1573{ 1552{
1574 /* while returning a null object will result in a crash, that 1553 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1554 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1555 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1556 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1557 * any difference, but this seems clearer to me.
1579 */ 1558 */
1580 for (int i = 1000; --i;) 1559 for (int i = 1000; --i;)
1581 { 1560 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1561 object *pick = at (gen (width), gen (height)).bot;
1583 1562
1584 // do not prefer big monsters just because they are big. 1563 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1564 if (pick && pick->is_head ())
1586 return pick->head_ (); 1565 return pick->head_ ();
1587 } 1566 }
1588 1567
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1568 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1569 return archetype::find ("bug");
1591} 1570}
1592 1571
1593void 1572void
1594maptile::play_sound (faceidx sound, int x, int y) const 1573maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1574{
1596 if (!sound) 1575 if (!sound)
1597 return; 1576 return;
1598 1577
1578 for_all_players_on_map (pl, this)
1579 if (client *ns = pl->ns)
1580 {
1581 int dx = x - pl->ob->x;
1582 int dy = y - pl->ob->y;
1583
1584 int distance = idistance (dx, dy);
1585
1586 if (distance <= MAX_SOUND_DISTANCE)
1587 ns->play_sound (sound, dx, dy);
1588 }
1589}
1590
1591void
1592maptile::say_msg (const char *msg, int x, int y) const
1593{
1599 for_all_players (pl) 1594 for_all_players (pl)
1600 if (pl->observe->map == this)
1601 if (client *ns = pl->ns) 1595 if (client *ns = pl->ns)
1602 { 1596 {
1603 int dx = x - pl->observe->x; 1597 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1598 int dy = y - pl->ob->y;
1605 1599
1606 int distance = idistance (dx, dy); 1600 int distance = idistance (dx, dy);
1607 1601
1608 if (distance <= MAX_SOUND_DISTANCE) 1602 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1603 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 } 1604 }
1611} 1605}
1612 1606
1607static void
1608split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1609{
1610 // clip to map to the left
1611 if (x0 < 0)
1612 {
1613 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1614 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1615
1616 if (x1 < 0) // entirely to the left
1617 return;
1618
1619 x0 = 0;
1620 }
1621
1622 // clip to map to the right
1623 if (x1 > m->width)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1626 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1627
1628 if (x0 > m->width) // entirely to the right
1629 return;
1630
1631 x1 = m->width;
1632 }
1633
1634 // clip to map above
1635 if (y0 < 0)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_UP, 1))
1638 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1639
1640 if (y1 < 0) // entirely above
1641 return;
1642
1643 y0 = 0;
1644 }
1645
1646 // clip to map below
1647 if (y1 > m->height)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1650 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1651
1652 if (y0 > m->height) // entirely below
1653 return;
1654
1655 y1 = m->height;
1656 }
1657
1658 // if we get here, the rect is within the current map
1659 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1660
1661 r->m = m;
1662 r->x0 = x0;
1663 r->y0 = y0;
1664 r->x1 = x1;
1665 r->y1 = y1;
1666 r->dx = dx;
1667 r->dy = dy;
1668}
1669
1670maprect *
1671maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1672{
1673 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1674 buf.clear ();
1675
1676 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1677
1678 // add end marker
1679 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1680 r->m = 0;
1681
1682 return (maprect *)buf.linearise ();
1683}
1684

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