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Comparing deliantra/server/common/map.C (file contents):
Revision 1.139 by root, Sun May 4 19:14:23 2008 UTC vs.
Revision 1.165 by root, Tue Oct 20 05:57:08 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27
28#include "loader.h" 28#include "loader.h"
29
30#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
31 32
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
35 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
70 * by the caller. 71 * by the caller.
71 */ 72 */
72int 73int
73blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 75{
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this. 77 * have already checked this.
80 */ 78 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 80 {
85 } 83 }
86 84
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
88 * directly. 86 * directly.
89 */ 87 */
90 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
91 89
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
93 92
94 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 95 * things we need to do for players.
97 */ 96 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 98 return 0;
100 99
101 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
113 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
117 */ 116 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 118 {
120 119 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 120 {
124 /* If last_sp is set, the player/monster needs an object, 121 if (tmp->type == CHECK_INV)
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */
128 if (tmp->last_sp)
129 { 122 {
130 if (check_inv_recursive (ob, tmp) == NULL) 123 bool have = check_inv_recursive (ob, tmp);
124
125 // last_sp set means we block if we don't have.
126 if (logical_xor (have, tmp->last_sp))
131 return 1; 127 return 1;
132 else 128 }
133 continue; 129 else if (tmp->type == T_MATCH)
130 {
131 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails
133
134 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common.
136 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1;
134 } 138 }
135 else 139 else
136 { 140 return 1; // unconditional block
137 /* In this case, the player must not have the object - 141
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 142 } else {
147 { 143 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 144 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 145 // blocks anything but wizards.
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 146
157 if (tmp->flag [FLAG_ALIVE] 147 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 148 && tmp->head_ () != ob
159 && tmp != ob 149 && tmp != ob
160 && tmp->type != DOOR 150 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 151 && !tmp->flag [FLAG_WIZPASS])
162 return 1; 152 return 1;
163 } 153 }
164
165 } 154 }
155
166 return 0; 156 return 0;
167} 157}
168 158
169/* 159/*
170 * Returns qthe blocking object if the given object can't fit in the given 160 * Returns qthe blocking object if the given object can't fit in the given
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 250 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 251 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 252 tmp->flag [flag] = value;
263} 253}
264 254
255void
256maptile::post_load_original ()
257{
258 if (!spaces)
259 return;
260
261 set_object_flag (FLAG_OBJ_ORIGINAL);
262
263 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp);
266}
267
265/* link_multipart_objects go through all the objects on the map looking 268/* link_multipart_objects go through all the objects on the map looking
266 * for objects whose arch says they are multipart yet according to the 269 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when 270 * info we have, they only have the head (as would be expected when
268 * they are saved). 271 * they are saved).
269 */ 272 */
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 324 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 { 325 {
323 // we insert manually because 326 // we insert manually because
324 // a) its way faster 327 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that 328 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct 329 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 330 mapspace &ms = at (op->x, op->y);
328 331
329 op->flag [FLAG_REMOVED] = false; 332 op->flag [FLAG_REMOVED] = false;
330 333
331 op->above = 0; 334 op->above = 0;
332 op->below = ms.top; 335 op->below = ms.top;
333 336
334 if (ms.top)
335 ms.top->above = op; 337 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 338
339 ms.top = op; 339 ms.top = op;
340 ms.flags_ = 0; 340 ms.flags_ = 0;
341 } 341 }
342 else 342 else
554 return items; 554 return items;
555} 555}
556 556
557/* opposite of parse string, this puts the string that was originally fed in to 557/* opposite of parse string, this puts the string that was originally fed in to
558 * the map (or something equivilent) into output_string. */ 558 * the map (or something equivilent) into output_string. */
559static void 559static const char *
560print_shop_string (maptile *m, char *output_string) 560print_shop_string (maptile *m)
561{ 561{
562 int i; 562 static dynbuf_text buf; buf.clear ();
563 char tmp[MAX_BUF];
564 563
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++) 564 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 565 {
568 if (m->shopitems[i].typenum) 566 if (m->shopitems[i].typenum)
569 { 567 {
570 if (m->shopitems[i].strength) 568 if (m->shopitems[i].strength)
571 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 569 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
572 else 570 else
573 sprintf (tmp, "%s;", m->shopitems[i].name); 571 buf.printf ("%s;", m->shopitems[i].name);
574 } 572 }
575 else 573 else
576 { 574 {
577 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 576 buf.printf ("*:%d;", m->shopitems[i].strength);
579 else 577 else
580 sprintf (tmp, "*"); 578 buf.printf ("*");
581 } 579 }
582
583 strcat (output_string, tmp);
584 } 580 }
581
582 return buf;
585} 583}
586 584
587/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
589 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
641 case KW_sky: thawer.get (sky); break; 639 case KW_sky: thawer.get (sky); break;
642 640
643 case KW_per_player: thawer.get (per_player); break; 641 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 642 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 643 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break;
646 645
647 case KW_region: default_region = region::find (thawer.get_str ()); break; 646 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 647 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649 648
650 // old names new names 649 // old names new names
700 699
701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
702 unique = 1; 701 unique = 1;
703 702
704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 {
706 op->destroy_inv (false);
707 op->destroy (); 704 op->destroy ();
708 }
709 705
710 op = above; 706 op = above;
711 } 707 }
712 } 708 }
713} 709}
724 MAP_OUT (swap_time); 720 MAP_OUT (swap_time);
725 MAP_OUT (reset_time); 721 MAP_OUT (reset_time);
726 MAP_OUT (reset_timeout); 722 MAP_OUT (reset_timeout);
727 MAP_OUT (fixed_resettime); 723 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset); 724 MAP_OUT (no_reset);
725 MAP_OUT (no_drop);
729 MAP_OUT (difficulty); 726 MAP_OUT (difficulty);
730
731 if (default_region) MAP_OUT2 (region, default_region->name); 727 if (default_region) MAP_OUT2 (region, default_region->name);
732 728
733 if (shopitems) 729 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
734 {
735 char shop[MAX_BUF];
736 print_shop_string (this, shop);
737 MAP_OUT2 (shopitems, shop);
738 }
739
740 MAP_OUT (shopgreed); 730 MAP_OUT (shopgreed);
741 MAP_OUT (shopmin); 731 MAP_OUT (shopmin);
742 MAP_OUT (shopmax); 732 MAP_OUT (shopmax);
743 if (shoprace) MAP_OUT (shoprace); 733 if (shoprace) MAP_OUT (shoprace);
734
744 MAP_OUT (darkness); 735 MAP_OUT (darkness);
745 MAP_OUT (width); 736 MAP_OUT (width);
746 MAP_OUT (height); 737 MAP_OUT (height);
747 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
748 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
800 791
801 op->flag [FLAG_REMOVED] = true; 792 op->flag [FLAG_REMOVED] = true;
802 793
803 object *head = op->head_ (); 794 object *head = op->head_ ();
804 if (op == head) 795 if (op == head)
805 {
806 op->destroy_inv (false);
807 op->destroy (); 796 op->destroy ();
808 }
809 else if (head->map != op->map) 797 else if (head->map != op->map)
810 { 798 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 799 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy (); 800 head->destroy ();
813 } 801 }
928 op->destroy (); 916 op->destroy ();
929 } 917 }
930} 918}
931 919
932/* 920/*
933 * Updates every button on the map (by calling update_button() for them).
934 */
935void
936maptile::update_buttons ()
937{
938 for (oblinkpt *obp = buttons; obp; obp = obp->next)
939 for (objectlink *ol = obp->link; ol; ol = ol->next)
940 {
941 if (!ol->ob)
942 {
943 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
944 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
945 continue;
946 }
947
948 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
949 {
950 update_button (ol->ob);
951 break;
952 }
953 }
954}
955
956/*
957 * This routine is supposed to find out the difficulty of the map. 921 * This routine is supposed to find out the difficulty of the map.
958 * difficulty does not have a lot to do with character level, 922 * difficulty does not have a lot to do with character level,
959 * but does have a lot to do with treasure on the map. 923 * but does have a lot to do with treasure on the map.
960 * 924 *
961 * Difficulty can now be set by the map creature. If the value stored 925 * Difficulty can now be set by the map creator. If the value stored
962 * in the map is zero, then use this routine. Maps should really 926 * in the map is zero, then use this routine. Maps should really
963 * have a difficulty set than using this function - human calculation 927 * have a difficulty set rather than using this function - human calculation
964 * is much better than this functions guesswork. 928 * is much better than this function's guesswork.
965 */ 929 */
966int 930int
967maptile::estimate_difficulty () const 931maptile::estimate_difficulty () const
968{ 932{
969 long monster_cnt = 0; 933 long monster_cnt = 0;
981 945
982 if (QUERY_FLAG (op, FLAG_GENERATOR)) 946 if (QUERY_FLAG (op, FLAG_GENERATOR))
983 { 947 {
984 total_exp += op->stats.exp; 948 total_exp += op->stats.exp;
985 949
986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 950 if (archetype *at = op->other_arch)
951 {
987 total_exp += at->stats.exp * 8; 952 total_exp += at->stats.exp * 8;
988
989 monster_cnt++; 953 monster_cnt++;
954 }
955
956 for (object *inv = op->inv; inv; inv = inv->below)
957 {
958 total_exp += op->stats.exp * 8;
959 monster_cnt++;
960 }
990 } 961 }
991 } 962 }
992 963
993 avgexp = (double) total_exp / monster_cnt; 964 avgexp = (double) total_exp / monster_cnt;
994 965
1007 * postive values make it darker, negative make it brighter 978 * postive values make it darker, negative make it brighter
1008 */ 979 */
1009int 980int
1010maptile::change_map_light (int change) 981maptile::change_map_light (int change)
1011{ 982{
1012 int new_level = darkness + change;
1013
1014 /* Nothing to do */ 983 /* Nothing to do */
1015 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 984 if (!change)
1016 return 0; 985 return 0;
1017 986
1018 /* inform all players on the map */ 987 /* inform all players on the map */
1019 if (change > 0) 988 if (change > 0)
1020 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1021 else 990 else
1022 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 991 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1023 992
1024 /* Do extra checking. since darkness is a unsigned value, 993 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1025 * we need to be extra careful about negative values.
1026 * In general, the checks below are only needed if change
1027 * is not +/-1
1028 */
1029 if (new_level < 0)
1030 darkness = 0;
1031 else if (new_level >= MAX_DARKNESS)
1032 darkness = MAX_DARKNESS;
1033 else
1034 darkness = new_level;
1035 994
1036 /* All clients need to get re-updated for the change */ 995 /* All clients need to get re-updated for the change */
1037 update_all_map_los (this); 996 update_all_map_los (this);
997
1038 return 1; 998 return 1;
1039} 999}
1040 1000
1041/* 1001/*
1042 * This function updates various attributes about a specific space 1002 * This function updates various attributes about a specific space
1045 * through, etc) 1005 * through, etc)
1046 */ 1006 */
1047void 1007void
1048mapspace::update_ () 1008mapspace::update_ ()
1049{ 1009{
1050 object *tmp, *last = 0; 1010 object *last = 0;
1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1011 uint8 flags = P_UPTODATE, anywhere = 0;
1012 sint8 light = 0;
1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1053 1014
1054 //object *middle = 0; 1015 //object *middle = 0;
1055 //object *top = 0; 1016 //object *top = 0;
1056 //object *floor = 0; 1017 //object *floor = 0;
1057 // this seems to generate better code than using locals, above 1018 // this seems to generate better code than using locals, above
1058 object *&top = faces_obj[0] = 0; 1019 object *&top = faces_obj[0] = 0;
1059 object *&middle = faces_obj[1] = 0; 1020 object *&middle = faces_obj[1] = 0;
1060 object *&floor = faces_obj[2] = 0; 1021 object *&floor = faces_obj[2] = 0;
1061 1022
1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1063 { 1024 {
1064 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1065 * one). But if so, it shouldn't be a simple additive - 2
1066 * light bulbs do not illuminate twice as far as once since
1067 * it is a dissapation factor that is cubed.
1068 */
1069 light = max (light, tmp->glow_radius); 1026 light += tmp->glow_radius;
1070 1027
1071 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1072 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1073 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1074 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1093 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1094 { 1051 {
1095 middle = tmp; 1052 middle = tmp;
1096 anywhere = 1; 1053 anywhere = 1;
1097 } 1054 }
1055
1098 /* Find the highest visible face around. If equal 1056 /* Find the highest visible face around. If equal
1099 * visibilities, we still want the one nearer to the 1057 * visibilities, we still want the one nearer to the
1100 * top 1058 * top
1101 */ 1059 */
1102 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1121 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1122 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1123 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1124 } 1082 }
1125 1083
1126 this->light = light; 1084 this->light = min (light, MAX_LIGHT_RADIUS);
1127 this->flags_ = flags; 1085 this->flags_ = flags;
1128 this->move_block = move_block & ~move_allow; 1086 this->move_block = move_block & ~move_allow;
1129 this->move_on = move_on; 1087 this->move_on = move_on;
1130 this->move_off = move_off; 1088 this->move_off = move_off;
1131 this->move_slow = move_slow; 1089 this->move_slow = move_slow;
1151 * 1) top face is set, need middle to be set. 1109 * 1) top face is set, need middle to be set.
1152 * 2) middle is set, need to set top. 1110 * 2) middle is set, need to set top.
1153 * 3) neither middle or top is set - need to set both. 1111 * 3) neither middle or top is set - need to set both.
1154 */ 1112 */
1155 1113
1156 for (tmp = last; tmp; tmp = tmp->below) 1114 for (object *tmp = last; tmp; tmp = tmp->below)
1157 { 1115 {
1158 /* Once we get to a floor, stop, since we already have a floor object */ 1116 /* Once we get to a floor, stop, since we already have a floor object */
1159 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1160 break; 1118 break;
1161 1119
1213 vol += op->volume (); 1171 vol += op->volume ();
1214 1172
1215 return vol; 1173 return vol;
1216} 1174}
1217 1175
1218bool 1176maptile *
1219maptile::tile_available (int dir, bool load) 1177maptile::tile_available (int dir, bool load)
1220{ 1178{
1221 if (!tile_path[dir]) 1179 if (tile_path[dir])
1222 return 0; 1180 {
1223
1224 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1181 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1225 return 1; 1182 return tile_map[dir];
1226 1183
1227 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1184 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1228 return 1; 1185 return tile_map[dir];
1186 }
1229 1187
1230 return 0; 1188 return 0;
1231} 1189}
1232 1190
1233/* this returns TRUE if the coordinates (x,y) are out of 1191/* this returns TRUE if the coordinates (x,y) are out of
1539 else 1497 else
1540 { 1498 {
1541 retval->distance_x += op2->x - x; 1499 retval->distance_x += op2->x - x;
1542 retval->distance_y += op2->y - y; 1500 retval->distance_y += op2->y - y;
1543 1501
1544 retval->part = NULL; 1502 retval->part = 0;
1545 retval->distance = idistance (retval->distance_x, retval->distance_y); 1503 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1546 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1504 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1547 } 1505 }
1548} 1506}
1549 1507
1550/* Returns true of op1 and op2 are effectively on the same map 1508/* Returns true of op1 and op2 are effectively on the same map
1564} 1522}
1565 1523
1566object * 1524object *
1567maptile::insert (object *op, int x, int y, object *originator, int flags) 1525maptile::insert (object *op, int x, int y, object *originator, int flags)
1568{ 1526{
1569 if (!op->flag [FLAG_REMOVED])
1570 op->remove ();
1571
1572 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1527 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1573} 1528}
1574 1529
1575region * 1530region *
1576maptile::region (int x, int y) const 1531maptile::region (int x, int y) const
1615maptile::play_sound (faceidx sound, int x, int y) const 1570maptile::play_sound (faceidx sound, int x, int y) const
1616{ 1571{
1617 if (!sound) 1572 if (!sound)
1618 return; 1573 return;
1619 1574
1575 for_all_players_on_map (pl, this)
1576 if (client *ns = pl->ns)
1577 {
1578 int dx = x - pl->ob->x;
1579 int dy = y - pl->ob->y;
1580
1581 int distance = idistance (dx, dy);
1582
1583 if (distance <= MAX_SOUND_DISTANCE)
1584 ns->play_sound (sound, dx, dy);
1585 }
1586}
1587
1588void
1589maptile::say_msg (const char *msg, int x, int y) const
1590{
1620 for_all_players (pl) 1591 for_all_players (pl)
1621 if (pl->ob->map == this)
1622 if (client *ns = pl->ns) 1592 if (client *ns = pl->ns)
1623 { 1593 {
1624 int dx = x - pl->ob->x; 1594 int dx = x - pl->ob->x;
1625 int dy = y - pl->ob->y; 1595 int dy = y - pl->ob->y;
1626 1596
1627 int distance = idistance (dx, dy); 1597 int distance = idistance (dx, dy);
1628 1598
1629 if (distance <= MAX_SOUND_DISTANCE) 1599 if (distance <= MAX_SOUND_DISTANCE)
1630 ns->play_sound (sound, dx, dy); 1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1631 } 1601 }
1632} 1602}
1633 1603
1604static void
1605split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606{
1607 // clip to map to the left
1608 if (x0 < 0)
1609 {
1610 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1611 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612
1613 if (x1 < 0) // entirely to the left
1614 return;
1615
1616 x0 = 0;
1617 }
1618
1619 // clip to map to the right
1620 if (x1 > m->width)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1623 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624
1625 if (x0 > m->width) // entirely to the right
1626 return;
1627
1628 x1 = m->width;
1629 }
1630
1631 // clip to map above
1632 if (y0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_UP, 1))
1635 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636
1637 if (y1 < 0) // entirely above
1638 return;
1639
1640 y0 = 0;
1641 }
1642
1643 // clip to map below
1644 if (y1 > m->height)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1647 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648
1649 if (y0 > m->height) // entirely below
1650 return;
1651
1652 y1 = m->height;
1653 }
1654
1655 // if we get here, the rect is within the current map
1656 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1657
1658 r->m = m;
1659 r->x0 = x0;
1660 r->y0 = y0;
1661 r->x1 = x1;
1662 r->y1 = y1;
1663 r->dx = dx;
1664 r->dy = dy;
1665}
1666
1667maprect *
1668maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1669{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear ();
1672
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674
1675 // add end marker
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677 r->m = 0;
1678
1679 return (maprect *)buf.linearise ();
1680}
1681

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