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Comparing deliantra/server/common/map.C (file contents):
Revision 1.133 by root, Wed Apr 2 11:13:52 2008 UTC vs.
Revision 1.160 by root, Mon Oct 12 14:00:57 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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#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
245 245
246 insert_ob_in_ob (tmp, container); 246 insert_ob_in_ob (tmp, container);
247 tmp = next; 247 tmp = next;
248 } 248 }
249 249
250 /* sum_weight will go through and calculate what all the containers are 250 // go through and calculate what all the containers are carrying.
251 * carrying. 251 //TODO: remove
252 */ 252 container->update_weight ();
253 sum_weight (container);
254} 253}
255 254
256void 255void
257maptile::set_object_flag (int flag, int value) 256maptile::set_object_flag (int flag, int value)
258{ 257{
260 return; 259 return;
261 260
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 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);
265} 277}
266 278
267/* 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
268 * 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
269 * 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
314 switch (f.kw) 326 switch (f.kw)
315 { 327 {
316 case KW_arch: 328 case KW_arch:
317 if (object *op = object::read (f, this)) 329 if (object *op = object::read (f, this))
318 { 330 {
331 // TODO: why?
319 if (op->inv) 332 if (op->inv)
320 sum_weight (op); 333 op->update_weight ();
321 334
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 336 {
324 // we insert manually because 337 // we insert manually because
325 // a) its way faster 338 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that 339 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct 340 // c) it's correct
328 mapspace &ms = at (op->x, op->y); 341 mapspace &ms = at (op->x, op->y);
329 342
330 op->flag [FLAG_REMOVED] = false; 343 op->flag [FLAG_REMOVED] = false;
331 344
332 op->above = 0; 345 op->above = 0;
333 op->below = ms.top; 346 op->below = ms.top;
334 347
335 if (ms.top)
336 ms.top->above = op; 348 *(ms.top ? &ms.top->above : &ms.bot) = op;
337 else
338 ms.bot = op;
339 349
340 ms.top = op; 350 ms.top = op;
341 ms.flags_ = 0; 351 ms.flags_ = 0;
342 } 352 }
343 else 353 else
642 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
643 653
644 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
646 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;
647 658
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 661
651 // old names new names 662 // old names new names
701 712
702 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))
703 unique = 1; 714 unique = 1;
704 715
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 717 op->destroy ();
709 }
710 718
711 op = above; 719 op = above;
712 } 720 }
713 } 721 }
714} 722}
725 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
731 740
732 if (default_region) MAP_OUT2 (region, default_region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
733 742
734 if (shopitems) 743 if (shopitems)
801 810
802 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
803 812
804 object *head = op->head_ (); 813 object *head = op->head_ ();
805 if (op == head) 814 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 815 op->destroy ();
809 }
810 else if (head->map != op->map) 816 else if (head->map != op->map)
811 { 817 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 819 head->destroy ();
814 } 820 }
815 } 821 }
816 822
817 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
818 } 824 }
819 825
820 if (buttons) 826 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
822 828
823 sfree (regions, size ()); regions = 0; 829 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 830 delete [] regionmap; regionmap = 0;
825} 831}
826 832
827void 833void
828maptile::clear_header () 834maptile::clear_header ()
929 op->destroy (); 935 op->destroy ();
930 } 936 }
931} 937}
932 938
933/* 939/*
934 * Updates every button on the map (by calling update_button() for them).
935 */
936void
937maptile::update_buttons ()
938{
939 for (oblinkpt *obp = buttons; obp; obp = obp->next)
940 for (objectlink *ol = obp->link; ol; ol = ol->next)
941 {
942 if (!ol->ob)
943 {
944 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946 continue;
947 }
948
949 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
950 {
951 update_button (ol->ob);
952 break;
953 }
954 }
955}
956
957/*
958 * 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.
959 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
960 * 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.
961 * 943 *
962 * 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
963 * 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
964 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
966 */ 948 */
967int 949int
968maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
969{ 951{
970 long monster_cnt = 0; 952 long monster_cnt = 0;
982 964
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 966 {
985 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
986 968
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
988 total_exp += at->stats.exp * 8; 971 total_exp += at->stats.exp * 8;
989
990 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 }
991 } 980 }
992 } 981 }
993 982
994 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
995 984
1008 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1009 */ 998 */
1010int 999int
1011maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
1012{ 1001{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 1002 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1017 return 0; 1004 return 0;
1018 1005
1019 /* inform all players on the map */ 1006 /* inform all players on the map */
1020 if (change > 0) 1007 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 1009 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 1011
1025 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1026 * we need to be extra careful about negative values.
1027 * In general, the checks below are only needed if change
1028 * is not +/-1
1029 */
1030 if (new_level < 0)
1031 darkness = 0;
1032 else if (new_level >= MAX_DARKNESS)
1033 darkness = MAX_DARKNESS;
1034 else
1035 darkness = new_level;
1036 1013
1037 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1039 return 1; 1017 return 1;
1040} 1018}
1041 1019
1042/* 1020/*
1043 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1046 * through, etc) 1024 * through, etc)
1047 */ 1025 */
1048void 1026void
1049mapspace::update_ () 1027mapspace::update_ ()
1050{ 1028{
1051 object *tmp, *last = 0; 1029 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE, anywhere = 0;
1031 sint8 light = 0;
1053 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;
1054 1033
1055 //object *middle = 0; 1034 //object *middle = 0;
1056 //object *top = 0; 1035 //object *top = 0;
1057 //object *floor = 0; 1036 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1037 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1038 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1039 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1040 object *&floor = faces_obj[2] = 0;
1062 1041
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1043 {
1065 /* This could be made additive I guess (two lights better than 1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1066 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed.
1069 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1045 light += tmp->glow_radius;
1072 1046
1073 /* This call is needed in order to update objects the player 1047 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1048 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1049 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1050 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1070 {
1097 middle = tmp; 1071 middle = tmp;
1098 anywhere = 1; 1072 anywhere = 1;
1099 } 1073 }
1074
1100 /* Find the highest visible face around. If equal 1075 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1076 * visibilities, we still want the one nearer to the
1102 * top 1077 * top
1103 */ 1078 */
1104 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))
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1101 }
1127 1102
1128 this->light = light; 1103 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1104 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1105 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1106 this->move_on = move_on;
1132 this->move_off = move_off; 1107 this->move_off = move_off;
1133 this->move_slow = move_slow; 1108 this->move_slow = move_slow;
1153 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1156 */ 1131 */
1157 1132
1158 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1134 {
1160 /* 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 */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1137 break;
1163 1138
1215 vol += op->volume (); 1190 vol += op->volume ();
1216 1191
1217 return vol; 1192 return vol;
1218} 1193}
1219 1194
1220bool 1195maptile *
1221maptile::tile_available (int dir, bool load) 1196maptile::tile_available (int dir, bool load)
1222{ 1197{
1223 if (!tile_path[dir]) 1198 if (tile_path[dir])
1224 return 0; 1199 {
1225
1226 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))
1227 return 1; 1201 return tile_map[dir];
1228 1202
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1204 return tile_map[dir];
1205 }
1231 1206
1232 return 0; 1207 return 0;
1233} 1208}
1234 1209
1235/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1541 else 1516 else
1542 { 1517 {
1543 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
1544 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
1545 1520
1546 retval->part = NULL; 1521 retval->part = 0;
1547 retval->distance = idistance (retval->distance_x, retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1549 } 1524 }
1550} 1525}
1551 1526
1552/* 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
1566} 1541}
1567 1542
1568object * 1543object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1545{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 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);
1575} 1547}
1576 1548
1577region * 1549region *
1578maptile::region (int x, int y) const 1550maptile::region (int x, int y) const
1588 1560
1589 return ::region::default_region (); 1561 return ::region::default_region ();
1590} 1562}
1591 1563
1592/* picks a random object from a style map. 1564/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */ 1565 */
1596object * 1566object *
1597maptile::pick_random_object () const 1567maptile::pick_random_object (rand_gen &gen) const
1598{ 1568{
1599 /* while returning a null object will result in a crash, that 1569 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1570 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1571 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1572 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1573 * any difference, but this seems clearer to me.
1604 */ 1574 */
1605 for (int i = 1000; --i;) 1575 for (int i = 1000; --i;)
1606 { 1576 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1577 object *pick = at (gen (width), gen (height)).bot;
1608 1578
1609 // do not prefer big monsters just because they are big. 1579 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1580 if (pick && pick->is_head ())
1611 return pick->head_ (); 1581 return pick->head_ ();
1612 } 1582 }
1613 1583
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1584 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1585 return archetype::find ("bug");
1616} 1586}
1617 1587
1618void 1588void
1619maptile::play_sound (faceidx sound, int x, int y) const 1589maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1590{
1621 if (!sound) 1591 if (!sound)
1622 return; 1592 return;
1623 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{
1624 for_all_players (pl) 1610 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1611 if (client *ns = pl->ns)
1627 { 1612 {
1628 int dx = x - pl->ob->x; 1613 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1614 int dy = y - pl->ob->y;
1630 1615
1631 int distance = idistance (dx, dy); 1616 int distance = idistance (dx, dy);
1632 1617
1633 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1635 } 1620 }
1636} 1621}
1637 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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