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Comparing deliantra/server/common/map.C (file contents):
Revision 1.127 by root, Fri Sep 7 18:03:31 2007 UTC vs.
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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
166 } 166 }
167 return 0; 167 return 0;
168} 168}
169 169
170/* 170/*
171 * Returns true if the given object can't fit in the given spot. 171 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 172 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 173 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 174 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 175 * object and makes sure they can be inserted.
176 * 176 *
177 * While this doesn't call out of map, the get_map_flags does. 177 * While this doesn't call out of map, the get_map_flags does.
178 * 178 *
179 * This function has been used to deprecate arch_out_of_map - 179 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 180 * this function also does that check, and since in most cases,
191 * 191 *
192 * Note this used to be arch_blocked, but with new movement 192 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 193 * code, we need to have actual object to check its move_type
194 * against the move_block values. 194 * against the move_block values.
195 */ 195 */
196int 196bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 197object::blocked (maptile *m, int x, int y) const
198{ 198{
199 archetype *tmp; 199 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 200 {
201 mapxy pos (m, x + tmp->x, y + tmp->y);
213 202
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 203 if (!pos.normalise ())
215 { 204 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 205
218 if (flag & P_OUT_OF_MAP) 206 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 207
220 if (flag & P_IS_ALIVE) 208 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 209 return 1;
222 210
223 mapspace &ms = m1->at (sx, sy); 211 /* However, often ob doesn't have any move type
224 212 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 213 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 214 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 215 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 216 continue;
232 217
233 /* Note it is intentional that we check ob - the movement type of the 218 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 219 * head of the object should correspond for the entire object.
235 */ 220 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 221 if (ms.blocks (move_type))
237 return P_NO_PASS; 222 return 1;
238 } 223 }
239 224
240 return 0; 225 return 0;
241} 226}
242 227
260 245
261 insert_ob_in_ob (tmp, container); 246 insert_ob_in_ob (tmp, container);
262 tmp = next; 247 tmp = next;
263 } 248 }
264 249
265 /* sum_weight will go through and calculate what all the containers are 250 // go through and calculate what all the containers are carrying.
266 * carrying. 251 //TODO: remove
267 */ 252 container->update_weight ();
268 sum_weight (container);
269} 253}
270 254
271void 255void
272maptile::set_object_flag (int flag, int value) 256maptile::set_object_flag (int flag, int value)
273{ 257{
275 return; 259 return;
276 260
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 263 tmp->flag [flag] = value;
264}
265
266void
267maptile::post_load_original ()
268{
269 if (!spaces)
270 return;
271
272 set_object_flag (FLAG_OBJ_ORIGINAL);
273
274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp);
280} 277}
281 278
282/* link_multipart_objects go through all the objects on the map looking 279/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 280 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 281 * info we have, they only have the head (as would be expected when
322bool 319bool
323maptile::_load_objects (object_thawer &f) 320maptile::_load_objects (object_thawer &f)
324{ 321{
325 for (;;) 322 for (;;)
326 { 323 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 324 coroapi::cede_to_tick (); // cede once in a while
328 325
329 switch (f.kw) 326 switch (f.kw)
330 { 327 {
331 case KW_arch: 328 case KW_arch:
332 if (object *op = object::read (f, this)) 329 if (object *op = object::read (f, this))
333 { 330 {
331 // TODO: why?
334 if (op->inv) 332 if (op->inv)
335 sum_weight (op); 333 op->update_weight ();
336 334
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
338 } 358 }
339 359
340 continue; 360 continue;
341 361
342 case KW_EOF: 362 case KW_EOF:
632 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
633 653
634 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
637 658
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 661
641 // old names new names 662 // old names new names
691 712
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
693 unique = 1; 714 unique = 1;
694 715
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 717 op->destroy ();
699 }
700 718
701 op = above; 719 op = above;
702 } 720 }
703 } 721 }
704} 722}
715 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
721 740
722 if (default_region) MAP_OUT2 (region, default_region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
723 742
724 if (shopitems) 743 if (shopitems)
789 if (ms->bot = op->above) 808 if (ms->bot = op->above)
790 ms->bot->below = 0; 809 ms->bot->below = 0;
791 810
792 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
793 812
813 object *head = op->head_ ();
794 if (op == op->head_ ()) 814 if (op == head)
815 op->destroy ();
816 else if (head->map != op->map)
795 { 817 {
796 op->destroy_inv (false); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
797 op->destroy (); 819 head->destroy ();
798 } 820 }
799 } 821 }
800 822
801 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
802 } 824 }
803 825
804 if (buttons) 826 if (buttons)
805 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
806 828
807 sfree (regions, size ()); regions = 0; 829 sfree0 (regions, size ());
808 delete [] regionmap; regionmap = 0; 830 delete [] regionmap; regionmap = 0;
809} 831}
810 832
811void 833void
812maptile::clear_header () 834maptile::clear_header ()
913 op->destroy (); 935 op->destroy ();
914 } 936 }
915} 937}
916 938
917/* 939/*
918 * Updates every button on the map (by calling update_button() for them).
919 */
920void
921maptile::update_buttons ()
922{
923 for (oblinkpt *obp = buttons; obp; obp = obp->next)
924 for (objectlink *ol = obp->link; ol; ol = ol->next)
925 {
926 if (!ol->ob)
927 {
928 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
929 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
930 continue;
931 }
932
933 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
934 {
935 update_button (ol->ob);
936 break;
937 }
938 }
939}
940
941/*
942 * This routine is supposed to find out the difficulty of the map. 940 * This routine is supposed to find out the difficulty of the map.
943 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
944 * but does have a lot to do with treasure on the map. 942 * but does have a lot to do with treasure on the map.
945 * 943 *
946 * Difficulty can now be set by the map creature. If the value stored 944 * Difficulty can now be set by the map creator. If the value stored
947 * in the map is zero, then use this routine. Maps should really 945 * in the map is zero, then use this routine. Maps should really
948 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
949 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
950 */ 948 */
951int 949int
952maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
953{ 951{
954 long monster_cnt = 0; 952 long monster_cnt = 0;
966 964
967 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (QUERY_FLAG (op, FLAG_GENERATOR))
968 { 966 {
969 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
970 968
971 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
972 total_exp += at->stats.exp * 8; 971 total_exp += at->stats.exp * 8;
973
974 monster_cnt++; 972 monster_cnt++;
973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
975 } 980 }
976 } 981 }
977 982
978 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
979 984
992 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
993 */ 998 */
994int 999int
995maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
996{ 1001{
997 int new_level = darkness + change;
998
999 /* Nothing to do */ 1002 /* Nothing to do */
1000 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1001 return 0; 1004 return 0;
1002 1005
1003 /* inform all players on the map */ 1006 /* inform all players on the map */
1004 if (change > 0) 1007 if (change > 0)
1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1006 else 1009 else
1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1008 1011
1009 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1010 * we need to be extra careful about negative values.
1011 * In general, the checks below are only needed if change
1012 * is not +/-1
1013 */
1014 if (new_level < 0)
1015 darkness = 0;
1016 else if (new_level >= MAX_DARKNESS)
1017 darkness = MAX_DARKNESS;
1018 else
1019 darkness = new_level;
1020 1013
1021 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1022 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1023 return 1; 1017 return 1;
1024} 1018}
1025 1019
1026/* 1020/*
1027 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1030 * through, etc) 1024 * through, etc)
1031 */ 1025 */
1032void 1026void
1033mapspace::update_ () 1027mapspace::update_ ()
1034{ 1028{
1035 object *tmp, *last = 0; 1029 object *last = 0;
1036 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE, anywhere = 0;
1031 sint8 light = 0;
1037 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1038 1033
1039 //object *middle = 0; 1034 //object *middle = 0;
1040 //object *top = 0; 1035 //object *top = 0;
1041 //object *floor = 0; 1036 //object *floor = 0;
1042 // this seems to generate better code than using locals, above 1037 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0; 1038 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0; 1039 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0; 1040 object *&floor = faces_obj[2] = 0;
1046 1041
1047 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1048 { 1043 {
1049 /* This could be made additive I guess (two lights better than 1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1050 * one). But if so, it shouldn't be a simple additive - 2
1051 * light bulbs do not illuminate twice as far as once since
1052 * it is a dissapation factor that is cubed.
1053 */
1054 if (tmp->glow_radius > light)
1055 light = tmp->glow_radius; 1045 light += tmp->glow_radius;
1056 1046
1057 /* This call is needed in order to update objects the player 1047 /* This call is needed in order to update objects the player
1058 * is standing in that have animations (ie, grass, fire, etc). 1048 * is standing in that have animations (ie, grass, fire, etc).
1059 * However, it also causes the look window to be re-drawn 1049 * However, it also causes the look window to be re-drawn
1060 * 3 times each time the player moves, because many of the 1050 * 3 times each time the player moves, because many of the
1079 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1080 { 1070 {
1081 middle = tmp; 1071 middle = tmp;
1082 anywhere = 1; 1072 anywhere = 1;
1083 } 1073 }
1074
1084 /* Find the highest visible face around. If equal 1075 /* Find the highest visible face around. If equal
1085 * visibilities, we still want the one nearer to the 1076 * visibilities, we still want the one nearer to the
1086 * top 1077 * top
1087 */ 1078 */
1088 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1110 } 1101 }
1111 1102
1112 this->light = light; 1103 this->light = min (light, MAX_LIGHT_RADIUS);
1113 this->flags_ = flags; 1104 this->flags_ = flags;
1114 this->move_block = move_block & ~move_allow; 1105 this->move_block = move_block & ~move_allow;
1115 this->move_on = move_on; 1106 this->move_on = move_on;
1116 this->move_off = move_off; 1107 this->move_off = move_off;
1117 this->move_slow = move_slow; 1108 this->move_slow = move_slow;
1137 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1138 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1139 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1140 */ 1131 */
1141 1132
1142 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1143 { 1134 {
1144 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1145 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1146 break; 1137 break;
1147 1138
1199 vol += op->volume (); 1190 vol += op->volume ();
1200 1191
1201 return vol; 1192 return vol;
1202} 1193}
1203 1194
1204bool 1195maptile *
1205maptile::tile_available (int dir, bool load) 1196maptile::tile_available (int dir, bool load)
1206{ 1197{
1207 if (!tile_path[dir]) 1198 if (tile_path[dir])
1208 return 0; 1199 {
1209
1210 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1211 return 1; 1201 return tile_map[dir];
1212 1202
1213 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1214 return 1; 1204 return tile_map[dir];
1205 }
1215 1206
1216 return 0; 1207 return 0;
1217} 1208}
1218 1209
1219/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1525 else 1516 else
1526 { 1517 {
1527 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
1528 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
1529 1520
1530 retval->part = NULL; 1521 retval->part = 0;
1531 retval->distance = idistance (retval->distance_x, retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1532 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1533 } 1524 }
1534} 1525}
1535 1526
1536/* Returns true of op1 and op2 are effectively on the same map 1527/* Returns true of op1 and op2 are effectively on the same map
1550} 1541}
1551 1542
1552object * 1543object *
1553maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1554{ 1545{
1555 if (!op->flag [FLAG_REMOVED])
1556 op->remove ();
1557
1558 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1559} 1547}
1560 1548
1561region * 1549region *
1562maptile::region (int x, int y) const 1550maptile::region (int x, int y) const
1572 1560
1573 return ::region::default_region (); 1561 return ::region::default_region ();
1574} 1562}
1575 1563
1576/* picks a random object from a style map. 1564/* picks a random object from a style map.
1577 * Redone by MSW so it should be faster and not use static
1578 * variables to generate tables.
1579 */ 1565 */
1580object * 1566object *
1581maptile::pick_random_object () const 1567maptile::pick_random_object (rand_gen &gen) const
1582{ 1568{
1583 /* while returning a null object will result in a crash, that 1569 /* while returning a null object will result in a crash, that
1584 * is actually preferable to an infinite loop. That is because 1570 * is actually preferable to an infinite loop. That is because
1585 * most servers will automatically restart in case of crash. 1571 * most servers will automatically restart in case of crash.
1586 * Change the logic on getting the random space - shouldn't make 1572 * Change the logic on getting the random space - shouldn't make
1587 * any difference, but this seems clearer to me. 1573 * any difference, but this seems clearer to me.
1588 */ 1574 */
1589 for (int i = 1000; --i;) 1575 for (int i = 1000; --i;)
1590 { 1576 {
1591 object *pick = at (rndm (width), rndm (height)).bot; 1577 object *pick = at (gen (width), gen (height)).bot;
1592 1578
1593 // do not prefer big monsters just because they are big. 1579 // do not prefer big monsters just because they are big.
1594 if (pick && pick->head_ () == pick) 1580 if (pick && pick->is_head ())
1595 return pick->head_ (); 1581 return pick->head_ ();
1596 } 1582 }
1597 1583
1598 // instead of crashing in the unlikely(?) case, try to return *something* 1584 // instead of crashing in the unlikely(?) case, try to return *something*
1599 return get_archetype ("blocked"); 1585 return archetype::find ("bug");
1600} 1586}
1601 1587
1602void 1588void
1603maptile::play_sound (faceidx sound, int x, int y) const 1589maptile::play_sound (faceidx sound, int x, int y) const
1604{ 1590{
1605 if (!sound) 1591 if (!sound)
1606 return; 1592 return;
1607 1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1608 for_all_players (pl) 1610 for_all_players (pl)
1609 if (pl->observe->map == this)
1610 if (client *ns = pl->ns) 1611 if (client *ns = pl->ns)
1611 { 1612 {
1612 int dx = x - pl->observe->x; 1613 int dx = x - pl->ob->x;
1613 int dy = y - pl->observe->y; 1614 int dy = y - pl->ob->y;
1614 1615
1615 int distance = idistance (dx, dy); 1616 int distance = idistance (dx, dy);
1616 1617
1617 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1618 ns->play_sound (sound, dx, dy); 1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1619 } 1620 }
1620} 1621}
1621 1622
1623static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{
1626 // clip to map to the left
1627 if (x0 < 0)
1628 {
1629 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1630 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631
1632 if (x1 < 0) // entirely to the left
1633 return;
1634
1635 x0 = 0;
1636 }
1637
1638 // clip to map to the right
1639 if (x1 > m->width)
1640 {
1641 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1642 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643
1644 if (x0 > m->width) // entirely to the right
1645 return;
1646
1647 x1 = m->width;
1648 }
1649
1650 // clip to map above
1651 if (y0 < 0)
1652 {
1653 if (maptile *tile = m->tile_available (TILE_UP, 1))
1654 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655
1656 if (y1 < 0) // entirely above
1657 return;
1658
1659 y0 = 0;
1660 }
1661
1662 // clip to map below
1663 if (y1 > m->height)
1664 {
1665 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1666 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667
1668 if (y0 > m->height) // entirely below
1669 return;
1670
1671 y1 = m->height;
1672 }
1673
1674 // if we get here, the rect is within the current map
1675 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1676
1677 r->m = m;
1678 r->x0 = x0;
1679 r->y0 = y0;
1680 r->x1 = x1;
1681 r->y1 = y1;
1682 r->dx = dx;
1683 r->dy = dy;
1684}
1685
1686maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1688{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear ();
1691
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693
1694 // add end marker
1695 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1696 r->m = 0;
1697
1698 return (maprect *)buf.linearise ();
1699}
1700

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