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Comparing deliantra/server/common/map.C (file contents):
Revision 1.135 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.161 by root, Mon Oct 12 21:27:55 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
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 {
86 } 83 }
87 84
88 /* 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
89 * directly. 86 * directly.
90 */ 87 */
91 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
92 89
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
94 92
95 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 95 * things we need to do for players.
98 */ 96 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 98 return 0;
101 99
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
118 */ 116 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 118 {
121
122 /* This must be before the checks below. Code for inventory checkers. */ 119 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 121 {
122 bool have = check_inv_recursive (ob, tmp);
123
125 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
126 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
127 * pass through this space. 126 * pass through this space.
128 */ 127 */
129 if (tmp->last_sp) 128 if (tmp->last_sp)
130 { 129 {
131 if (check_inv_recursive (ob, tmp) == NULL) 130 if (!have)
132 return 1; 131 return 1;
133 else
134 continue;
135 } 132 }
136 else 133 else
137 { 134 {
138 /* In this case, the player must not have the object - 135 /* In this case, the player must not have the object -
139 * if they do, they can't pass through. 136 * if they do, they can't pass through.
140 */ 137 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 138 if (have)
142 return 1; 139 return 1;
143 else
144 continue;
145 } 140 }
146 } /* if check_inv */ 141 }
147 else 142 else
148 { 143 {
149 /* Broke apart a big nasty if into several here to make 144 /* Broke apart a big nasty if into several here to make
150 * this more readable. first check - if the space blocks 145 * this more readable. first check - if the space blocks
151 * movement, can't move here. 146 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a 147 * second - if a monster, can't move there, unless it is a
153 * hidden dm 148 * dm.
154 */ 149 */
155 if (OB_MOVE_BLOCK (ob, tmp)) 150 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1; 151 return 1;
157 152
158 if (tmp->flag [FLAG_ALIVE] 153 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 154 && tmp->head_ () != ob
160 && tmp != ob 155 && tmp != ob
161 && tmp->type != DOOR 156 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 157 && !tmp->flag [FLAG_WIZ])
163 return 1; 158 return 1;
164 } 159 }
165
166 } 160 }
161
167 return 0; 162 return 0;
168} 163}
169 164
170/* 165/*
171 * Returns qthe blocking object if the given object can't fit in the given 166 * Returns qthe blocking object if the given object can't fit in the given
261 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
262 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
263 tmp->flag [flag] = value; 258 tmp->flag [flag] = value;
264} 259}
265 260
261void
262maptile::post_load_original ()
263{
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
272}
273
266/* link_multipart_objects go through all the objects on the map looking 274/* link_multipart_objects go through all the objects on the map looking
267 * for objects whose arch says they are multipart yet according to the 275 * for objects whose arch says they are multipart yet according to the
268 * info we have, they only have the head (as would be expected when 276 * info we have, they only have the head (as would be expected when
269 * they are saved). 277 * they are saved).
270 */ 278 */
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 331 {
324 // we insert manually because 332 // we insert manually because
325 // a) its way faster 333 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that 334 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct 335 // c) it's correct
328 mapspace &ms = at (op->x, op->y); 336 mapspace &ms = at (op->x, op->y);
329 337
330 op->flag [FLAG_REMOVED] = false; 338 op->flag [FLAG_REMOVED] = false;
331 339
332 op->above = 0; 340 op->above = 0;
333 op->below = ms.top; 341 op->below = ms.top;
334 342
335 if (ms.top)
336 ms.top->above = op; 343 *(ms.top ? &ms.top->above : &ms.bot) = op;
337 else
338 ms.bot = op;
339 344
340 ms.top = op; 345 ms.top = op;
341 ms.flags_ = 0; 346 ms.flags_ = 0;
342 } 347 }
343 else 348 else
642 case KW_sky: thawer.get (sky); break; 647 case KW_sky: thawer.get (sky); break;
643 648
644 case KW_per_player: thawer.get (per_player); break; 649 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 650 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
647 653
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 654 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 656
651 // old names new names 657 // old names new names
701 707
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1; 709 unique = 1;
704 710
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 712 op->destroy ();
709 }
710 713
711 op = above; 714 op = above;
712 } 715 }
713 } 716 }
714} 717}
725 MAP_OUT (swap_time); 728 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 729 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 730 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 731 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 734 MAP_OUT (difficulty);
731 735
732 if (default_region) MAP_OUT2 (region, default_region->name); 736 if (default_region) MAP_OUT2 (region, default_region->name);
733 737
734 if (shopitems) 738 if (shopitems)
801 805
802 op->flag [FLAG_REMOVED] = true; 806 op->flag [FLAG_REMOVED] = true;
803 807
804 object *head = op->head_ (); 808 object *head = op->head_ ();
805 if (op == head) 809 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 810 op->destroy ();
809 }
810 else if (head->map != op->map) 811 else if (head->map != op->map)
811 { 812 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 814 head->destroy ();
814 } 815 }
815 } 816 }
816 817
817 sfree (spaces, size ()), spaces = 0; 818 sfree0 (spaces, size ());
818 } 819 }
819 820
820 if (buttons) 821 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
822 823
823 sfree (regions, size ()); regions = 0; 824 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 825 delete [] regionmap; regionmap = 0;
825} 826}
826 827
827void 828void
828maptile::clear_header () 829maptile::clear_header ()
929 op->destroy (); 930 op->destroy ();
930 } 931 }
931} 932}
932 933
933/* 934/*
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. 935 * This routine is supposed to find out the difficulty of the map.
959 * difficulty does not have a lot to do with character level, 936 * difficulty does not have a lot to do with character level,
960 * but does have a lot to do with treasure on the map. 937 * but does have a lot to do with treasure on the map.
961 * 938 *
962 * Difficulty can now be set by the map creature. If the value stored 939 * 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 940 * in the map is zero, then use this routine. Maps should really
964 * have a difficulty set than using this function - human calculation 941 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 942 * is much better than this function's guesswork.
966 */ 943 */
967int 944int
968maptile::estimate_difficulty () const 945maptile::estimate_difficulty () const
969{ 946{
970 long monster_cnt = 0; 947 long monster_cnt = 0;
982 959
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 960 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 961 {
985 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
986 963
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 964 if (archetype *at = op->other_arch)
965 {
988 total_exp += at->stats.exp * 8; 966 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 967 monster_cnt++;
968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
991 } 975 }
992 } 976 }
993 977
994 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
995 979
1008 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1009 */ 993 */
1010int 994int
1011maptile::change_map_light (int change) 995maptile::change_map_light (int change)
1012{ 996{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 997 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 998 if (!change)
1017 return 0; 999 return 0;
1018 1000
1019 /* inform all players on the map */ 1001 /* inform all players on the map */
1020 if (change > 0) 1002 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 1004 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 1006
1025 /* Do extra checking. since darkness is a unsigned value, 1007 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 1008
1037 /* All clients need to get re-updated for the change */ 1009 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1010 update_all_map_los (this);
1011
1039 return 1; 1012 return 1;
1040} 1013}
1041 1014
1042/* 1015/*
1043 * This function updates various attributes about a specific space 1016 * This function updates various attributes about a specific space
1046 * through, etc) 1019 * through, etc)
1047 */ 1020 */
1048void 1021void
1049mapspace::update_ () 1022mapspace::update_ ()
1050{ 1023{
1051 object *tmp, *last = 0; 1024 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1025 uint8 flags = P_UPTODATE, anywhere = 0;
1026 sint8 light = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1054 1028
1055 //object *middle = 0; 1029 //object *middle = 0;
1056 //object *top = 0; 1030 //object *top = 0;
1057 //object *floor = 0; 1031 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1032 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1033 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1034 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1035 object *&floor = faces_obj[2] = 0;
1062 1036
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1038 {
1065 /* This could be made additive I guess (two lights better than 1039 // 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; 1040 light += tmp->glow_radius;
1072 1041
1073 /* This call is needed in order to update objects the player 1042 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1043 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1044 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1045 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1065 {
1097 middle = tmp; 1066 middle = tmp;
1098 anywhere = 1; 1067 anywhere = 1;
1099 } 1068 }
1069
1100 /* Find the highest visible face around. If equal 1070 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1071 * visibilities, we still want the one nearer to the
1102 * top 1072 * top
1103 */ 1073 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1096 }
1127 1097
1128 this->light = light; 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1099 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1101 this->move_on = move_on;
1132 this->move_off = move_off; 1102 this->move_off = move_off;
1133 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1153 * 1) top face is set, need middle to be set. 1123 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1124 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1125 * 3) neither middle or top is set - need to set both.
1156 */ 1126 */
1157 1127
1158 for (tmp = last; tmp; tmp = tmp->below) 1128 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1129 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1130 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1132 break;
1163 1133
1215 vol += op->volume (); 1185 vol += op->volume ();
1216 1186
1217 return vol; 1187 return vol;
1218} 1188}
1219 1189
1220bool 1190maptile *
1221maptile::tile_available (int dir, bool load) 1191maptile::tile_available (int dir, bool load)
1222{ 1192{
1223 if (!tile_path[dir]) 1193 if (tile_path[dir])
1224 return 0; 1194 {
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1; 1196 return tile_map[dir];
1228 1197
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1199 return tile_map[dir];
1200 }
1231 1201
1232 return 0; 1202 return 0;
1233} 1203}
1234 1204
1235/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1541 else 1511 else
1542 { 1512 {
1543 retval->distance_x += op2->x - x; 1513 retval->distance_x += op2->x - x;
1544 retval->distance_y += op2->y - y; 1514 retval->distance_y += op2->y - y;
1545 1515
1546 retval->part = NULL; 1516 retval->part = 0;
1547 retval->distance = idistance (retval->distance_x, retval->distance_y); 1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1549 } 1519 }
1550} 1520}
1551 1521
1552/* Returns true of op1 and op2 are effectively on the same map 1522/* Returns true of op1 and op2 are effectively on the same map
1566} 1536}
1567 1537
1568object * 1538object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1539maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1540{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1542}
1576 1543
1577region * 1544region *
1578maptile::region (int x, int y) const 1545maptile::region (int x, int y) const
1588 1555
1589 return ::region::default_region (); 1556 return ::region::default_region ();
1590} 1557}
1591 1558
1592/* picks a random object from a style map. 1559/* 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 */ 1560 */
1596object * 1561object *
1597maptile::pick_random_object () const 1562maptile::pick_random_object (rand_gen &gen) const
1598{ 1563{
1599 /* while returning a null object will result in a crash, that 1564 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1565 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1566 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1567 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1568 * any difference, but this seems clearer to me.
1604 */ 1569 */
1605 for (int i = 1000; --i;) 1570 for (int i = 1000; --i;)
1606 { 1571 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1572 object *pick = at (gen (width), gen (height)).bot;
1608 1573
1609 // do not prefer big monsters just because they are big. 1574 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1575 if (pick && pick->is_head ())
1611 return pick->head_ (); 1576 return pick->head_ ();
1612 } 1577 }
1613 1578
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1579 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1580 return archetype::find ("bug");
1616} 1581}
1617 1582
1618void 1583void
1619maptile::play_sound (faceidx sound, int x, int y) const 1584maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1585{
1621 if (!sound) 1586 if (!sound)
1622 return; 1587 return;
1623 1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1624 for_all_players (pl) 1605 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1606 if (client *ns = pl->ns)
1627 { 1607 {
1628 int dx = x - pl->ob->x; 1608 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1609 int dy = y - pl->ob->y;
1630 1610
1631 int distance = idistance (dx, dy); 1611 int distance = idistance (dx, dy);
1632 1612
1633 if (distance <= MAX_SOUND_DISTANCE) 1613 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1635 } 1615 }
1636} 1616}
1637 1617
1618static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679}
1680
1681maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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