--- deliantra/server/common/map.C 2008/05/04 20:40:52 1.140
+++ deliantra/server/common/map.C 2009/12/18 21:25:27 1.179
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -24,11 +25,13 @@
#include
#include "global.h"
-
#include "loader.h"
-
#include "path.h"
+//+GPL
+
+sint8 maptile::outdoor_darkness;
+
/* This rolls up wall, blocks_magic, blocks_view, etc, all into
* one function that just returns a P_.. value (see map.h)
* it will also do map translation for tiled maps, returning
@@ -72,9 +75,6 @@
int
blocked_link (object *ob, maptile *m, int sx, int sy)
{
- object *tmp;
- int mflags, blocked;
-
/* Make sure the coordinates are valid - they should be, as caller should
* have already checked this.
*/
@@ -84,12 +84,10 @@
return 1;
}
- /* Save some cycles - instead of calling get_map_flags(), just get the value
- * directly.
- */
- mflags = m->at (sx, sy).flags ();
+ mapspace &ms = m->at (sx, sy);
- blocked = GET_MAP_MOVE_BLOCK (m, sx, sy);
+ int mflags = ms.flags ();
+ int blocked = ms.move_block;
/* If space is currently not blocked by anything, no need to
* go further. Not true for players - all sorts of special
@@ -98,7 +96,7 @@
if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
return 0;
- /* if there isn't anytyhing alive on this space, and this space isn't
+ /* if there isn't anything alive on this space, and this space isn't
* otherwise blocked, we can return now. Only if there is a living
* creature do we need to investigate if it is part of this creature
* or another. Likewise, only if something is blocking us do we
@@ -115,54 +113,50 @@
* true. If we get through the entire stack, that must mean
* ob is blocking it, so return 0.
*/
- for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
+ for (object *tmp = ms.bot; tmp; tmp = tmp->above)
{
-
- /* This must be before the checks below. Code for inventory checkers. */
- if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
+ if (OB_MOVE_BLOCK (ob, tmp))
{
- /* If last_sp is set, the player/monster needs an object,
- * so we check for it. If they don't have it, they can't
- * pass through this space.
- */
- if (tmp->last_sp)
+ if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
+ if (RESULT_INT (0))
+ return 1;
+ else
+ continue;
+
+ if (tmp->type == CHECK_INV)
{
- if (check_inv_recursive (ob, tmp) == NULL)
+ bool have = check_inv_recursive (ob, tmp);
+
+ // last_sp set means we block if we don't have.
+ if (logical_xor (have, tmp->last_sp))
return 1;
- else
- continue;
}
- else
+ else if (tmp->type == T_MATCH)
{
- /* In this case, the player must not have the object -
- * if they do, they can't pass through.
- */
- if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
+ // T_MATCH allows "entrance" iff the match is true
+ // == blocks if the match fails
+
+ // we could have used an INVOKE_OBJECT, but decided against it, as we
+ // assume that T_MATCH is relatively common.
+ if (!match (tmp->slaying, ob, tmp, ob))
return 1;
- else
- continue;
}
- } /* if check_inv */
- else
- {
- /* Broke apart a big nasty if into several here to make
- * this more readable. first check - if the space blocks
- * movement, can't move here.
- * second - if a monster, can't move there, unless it is a
- * hidden dm
- */
- if (OB_MOVE_BLOCK (ob, tmp))
- return 1;
+ else
+ return 1; // unconditional block
+
+ } else {
+ // space does not block the ob, directly, but
+ // anything alive that is not a door still
+ // blocks anything but wizards.
if (tmp->flag [FLAG_ALIVE]
&& tmp->head_ () != ob
&& tmp != ob
- && tmp->type != DOOR
- && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
+ && tmp->type != DOOR)
return 1;
}
-
}
+
return 0;
}
@@ -224,44 +218,47 @@
return 0;
}
-/* When the map is loaded, load_object does not actually insert objects
- * into inventory, but just links them. What this does is go through
- * and insert them properly.
- * The object 'container' is the object that contains the inventory.
- * This is needed so that we can update the containers weight.
- */
+//-GPL
+
void
-fix_container (object *container)
+maptile::set_object_flag (int flag, int value)
{
- object *tmp = container->inv, *next;
+ if (!spaces)
+ return;
- container->inv = 0;
- while (tmp)
- {
- next = tmp->below;
- if (tmp->inv)
- fix_container (tmp);
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *tmp = ms->bot; tmp; tmp = tmp->above)
+ tmp->flag [flag] = value;
+}
- insert_ob_in_ob (tmp, container);
- tmp = next;
- }
+void
+maptile::post_load_original ()
+{
+ if (!spaces)
+ return;
+
+ set_object_flag (FLAG_OBJ_ORIGINAL);
- // go through and calculate what all the containers are carrying.
- //TODO: remove
- container->update_weight ();
+ for (mapspace *ms = spaces + size (); ms-- > spaces; )
+ for (object *tmp = ms->bot; tmp; tmp = tmp->above)
+ INVOKE_OBJECT (RESET, tmp);
}
void
-maptile::set_object_flag (int flag, int value)
+maptile::post_load ()
{
+#if 0
if (!spaces)
return;
for (mapspace *ms = spaces + size (); ms-- > spaces; )
for (object *tmp = ms->bot; tmp; tmp = tmp->above)
- tmp->flag [flag] = value;
+ ; // nop
+#endif
}
+//+GPL
+
/* link_multipart_objects go through all the objects on the map looking
* for objects whose arch says they are multipart yet according to the
* info we have, they only have the head (as would be expected when
@@ -298,6 +295,8 @@
}
}
+//-GPL
+
/*
* Loads (ands parses) the objects into a given map from the specified
* file pointer.
@@ -323,7 +322,7 @@
// we insert manually because
// a) its way faster
// b) we remove manually, too, and there are good reasons for that
- // c) its correct
+ // c) it's correct
mapspace &ms = at (op->x, op->y);
op->flag [FLAG_REMOVED] = false;
@@ -331,10 +330,7 @@
op->above = 0;
op->below = ms.top;
- if (ms.top)
- ms.top->above = op;
- else
- ms.bot = op;
+ *(ms.top ? &ms.top->above : &ms.bot) = op;
ms.top = op;
ms.flags_ = 0;
@@ -439,7 +435,7 @@
width = 16;
height = 16;
timeout = 300;
- max_nrof = 1000; // 1000 items of anything
+ max_items = MAX_ITEM_PER_ACTION;
max_volume = 2000000; // 2m³
}
@@ -471,6 +467,8 @@
spaces = salloc0 (size ());
}
+//+GPL
+
/* Takes a string from a map definition and outputs a pointer to the array of shopitems
* corresponding to that string. Memory is allocated for this, it must be freed
* at a later date.
@@ -556,34 +554,34 @@
/* opposite of parse string, this puts the string that was originally fed in to
* the map (or something equivilent) into output_string. */
-static void
-print_shop_string (maptile *m, char *output_string)
+static const char *
+print_shop_string (maptile *m)
{
- int i;
- char tmp[MAX_BUF];
+ static dynbuf_text buf; buf.clear ();
- strcpy (output_string, "");
- for (i = 0; i < m->shopitems[0].index; i++)
+ for (int i = 0; i < m->shopitems[0].index; i++)
{
if (m->shopitems[i].typenum)
{
if (m->shopitems[i].strength)
- sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
+ buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
else
- sprintf (tmp, "%s;", m->shopitems[i].name);
+ buf.printf ("%s;", m->shopitems[i].name);
}
else
{
if (m->shopitems[i].strength)
- sprintf (tmp, "*:%d;", m->shopitems[i].strength);
+ buf.printf ("*:%d;", m->shopitems[i].strength);
else
- sprintf (tmp, "*");
+ buf.printf ("*");
}
-
- strcat (output_string, tmp);
}
+
+ return buf;
}
+//-GPL
+
/* This loads the header information of the map. The header
* contains things like difficulty, size, timeout, etc.
* this used to be stored in the map object, but with the
@@ -633,16 +631,11 @@
case KW_shopmax: thawer.get (shopmax); break;
case KW_shoprace: thawer.get (shoprace); break;
case KW_outdoor: thawer.get (outdoor); break;
- case KW_temp: thawer.get (temp); break;
- case KW_pressure: thawer.get (pressure); break;
- case KW_humid: thawer.get (humid); break;
- case KW_windspeed: thawer.get (windspeed); break;
- case KW_winddir: thawer.get (winddir); break;
- case KW_sky: thawer.get (sky); break;
case KW_per_player: thawer.get (per_player); break;
case KW_per_party: thawer.get (per_party); break;
case KW_no_reset: thawer.get (no_reset); break;
+ case KW_no_drop: thawer.get (no_drop); break;
case KW_region: default_region = region::find (thawer.get_str ()); break;
case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
@@ -683,6 +676,8 @@
abort ();
}
+//+GPL
+
/******************************************************************************
* This is the start of unique map handling code
*****************************************************************************/
@@ -702,23 +697,22 @@
unique = 1;
if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
- {
- op->destroy_inv (false);
- op->destroy ();
- }
+ op->destroy ();
op = above;
}
}
}
+//-GPL
+
bool
maptile::_save_header (object_freezer &freezer)
{
-#define MAP_OUT(k) freezer.put (KW_ ## k, k)
-#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
+#define MAP_OUT(k) freezer.put (KW(k), k)
+#define MAP_OUT2(k,v) freezer.put (KW(k), v)
- MAP_OUT2 (arch, "map");
+ MAP_OUT2 (arch, CS(map));
if (name) MAP_OUT (name);
MAP_OUT (swap_time);
@@ -726,37 +720,25 @@
MAP_OUT (reset_timeout);
MAP_OUT (fixed_resettime);
MAP_OUT (no_reset);
+ MAP_OUT (no_drop);
MAP_OUT (difficulty);
-
if (default_region) MAP_OUT2 (region, default_region->name);
- if (shopitems)
- {
- char shop[MAX_BUF];
- print_shop_string (this, shop);
- MAP_OUT2 (shopitems, shop);
- }
-
+ if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
MAP_OUT (shopgreed);
MAP_OUT (shopmin);
MAP_OUT (shopmax);
if (shoprace) MAP_OUT (shoprace);
- MAP_OUT (darkness);
+
MAP_OUT (width);
MAP_OUT (height);
MAP_OUT (enter_x);
MAP_OUT (enter_y);
-
- if (msg) freezer.put (KW_msg , KW_endmsg , msg);
- if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
-
+ MAP_OUT (darkness);
MAP_OUT (outdoor);
- MAP_OUT (temp);
- MAP_OUT (pressure);
- MAP_OUT (humid);
- MAP_OUT (windspeed);
- MAP_OUT (winddir);
- MAP_OUT (sky);
+
+ if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
+ if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
MAP_OUT (per_player);
MAP_OUT (per_party);
@@ -767,7 +749,7 @@
if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
freezer.put (this);
- freezer.put (KW_end);
+ freezer.put (KW(end));
return true;
}
@@ -783,6 +765,8 @@
return freezer.save (path);
}
+//+GPL
+
/*
* Remove and free all objects in the given map.
*/
@@ -802,10 +786,7 @@
object *head = op->head_ ();
if (op == head)
- {
- op->destroy_inv (false);
- op->destroy ();
- }
+ op->destroy ();
else if (head->map != op->map)
{
LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
@@ -863,6 +844,7 @@
}
/* decay and destroy perishable items in a map */
+// TODO: should be done regularly, not on map load?
void
maptile::do_decay_objects ()
{
@@ -919,7 +901,8 @@
|| (mat & M_GLASS && rndm (1, 2) == 1)
|| ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
|| ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
- || (mat & M_ICE && temp > 32))
+ //|| (mat & M_ICE && temp > 32)
+ )
destroy = 1;
}
@@ -930,38 +913,14 @@
}
/*
- * Updates every button on the map (by calling update_button() for them).
- */
-void
-maptile::update_buttons ()
-{
- for (oblinkpt *obp = buttons; obp; obp = obp->next)
- for (objectlink *ol = obp->link; ol; ol = ol->next)
- {
- if (!ol->ob)
- {
- LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
- ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
- continue;
- }
-
- if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
- {
- update_button (ol->ob);
- break;
- }
- }
-}
-
-/*
* This routine is supposed to find out the difficulty of the map.
* difficulty does not have a lot to do with character level,
* but does have a lot to do with treasure on the map.
*
- * Difficulty can now be set by the map creature. If the value stored
- * in the map is zero, then use this routine. Maps should really
- * have a difficulty set than using this function - human calculation
- * is much better than this functions guesswork.
+ * Difficulty can now be set by the map creator. If the value stored
+ * in the map is zero, then use this routine. Maps should really
+ * have a difficulty set rather than using this function - human calculation
+ * is much better than this function's guesswork.
*/
int
maptile::estimate_difficulty () const
@@ -1016,10 +975,8 @@
int
maptile::change_map_light (int change)
{
- int new_level = darkness + change;
-
/* Nothing to do */
- if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS))
+ if (!change)
return 0;
/* inform all players on the map */
@@ -1028,20 +985,11 @@
else
new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
- /* Do extra checking. since darkness is a unsigned value,
- * we need to be extra careful about negative values.
- * In general, the checks below are only needed if change
- * is not +/-1
- */
- if (new_level < 0)
- darkness = 0;
- else if (new_level >= MAX_DARKNESS)
- darkness = MAX_DARKNESS;
- else
- darkness = new_level;
+ darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
/* All clients need to get re-updated for the change */
update_all_map_los (this);
+
return 1;
}
@@ -1054,9 +1002,14 @@
void
mapspace::update_ ()
{
- object *tmp, *last = 0;
- uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
+ object *last = 0;
+ uint8 flags = P_UPTODATE;
+ sint8 light = 0;
MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
+ uint64_t volume = 0;
+ uint32_t items = 0;
+ object *anywhere = 0;
+ uint8_t middle_visibility = 0;
//object *middle = 0;
//object *top = 0;
@@ -1066,14 +1019,12 @@
object *&middle = faces_obj[1] = 0;
object *&floor = faces_obj[2] = 0;
- for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
+ object::flags_t allflags; // all flags of all objects or'ed together
+
+ for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
{
- /* This could be made additive I guess (two lights better than
- * one). But if so, it shouldn't be a simple additive - 2
- * light bulbs do not illuminate twice as far as once since
- * it is a dissapation factor that is cubed.
- */
- light = max (light, tmp->glow_radius);
+ // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
+ light += tmp->glow_radius;
/* This call is needed in order to update objects the player
* is standing in that have animations (ie, grass, fire, etc).
@@ -1083,11 +1034,11 @@
*
* Always put the player down for drawing.
*/
- if (!tmp->invisible)
+ if (expect_true (!tmp->invisible))
{
- if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
+ if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
top = tmp;
- else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
+ else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
{
/* If we got a floor, that means middle and top were below it,
* so should not be visible, so we clear them.
@@ -1095,25 +1046,31 @@
middle = 0;
top = 0;
floor = tmp;
+ volume = 0;
+ items = 0;
}
- /* Flag anywhere have high priority */
- else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
+ else
{
- middle = tmp;
- anywhere = 1;
- }
- /* Find the highest visible face around. If equal
- * visibilities, we still want the one nearer to the
- * top
- */
- else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
- middle = tmp;
- }
+ if (expect_true (!tmp->flag [FLAG_NO_PICK]))
+ {
+ ++items;
+ volume += tmp->volume ();
+ }
- if (tmp == tmp->above)
- {
- LOG (llevError, "Error in structure of map\n");
- exit (-1);
+ /* Flag anywhere have high priority */
+ if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
+ anywhere = tmp;
+
+ /* Find the highest visible face around. If equal
+ * visibilities, we still want the one nearer to the
+ * top
+ */
+ if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
+ {
+ middle_visibility = ::faces [tmp->face].visibility;
+ middle = tmp;
+ }
+ }
}
move_slow |= tmp->move_slow;
@@ -1122,20 +1079,30 @@
move_off |= tmp->move_off;
move_allow |= tmp->move_allow;
- if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
- if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
- if (tmp->type == PLAYER) flags |= P_PLAYER;
- if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
- if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
- if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
+ allflags |= tmp->flag;
+
+ if (tmp->type == PLAYER) flags |= P_PLAYER;
+ if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
}
- this->light = light;
+ // FLAG_SEE_ANYWHERE takes precedence
+ if (anywhere)
+ middle = anywhere;
+
+ // ORing all flags together and checking them here is much faster
+ if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
+ if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
+ if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
+ if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
+
+ this->light = min (light, MAX_LIGHT_RADIUS);
this->flags_ = flags;
this->move_block = move_block & ~move_allow;
this->move_on = move_on;
this->move_off = move_off;
this->move_slow = move_slow;
+ this->volume_ = (volume + 1023) / 1024;
+ this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
/* At this point, we have a floor face (if there is a floor),
* and the floor is set - we are not going to touch it at
@@ -1160,7 +1127,7 @@
* 3) neither middle or top is set - need to set both.
*/
- for (tmp = last; tmp; tmp = tmp->below)
+ for (object *tmp = last; tmp; tmp = tmp->below)
{
/* Once we get to a floor, stop, since we already have a floor object */
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
@@ -1211,28 +1178,17 @@
#endif
}
-uint64
-mapspace::volume () const
-{
- uint64 vol = 0;
-
- for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
- vol += op->volume ();
-
- return vol;
-}
-
-bool
+maptile *
maptile::tile_available (int dir, bool load)
{
- if (!tile_path[dir])
- return 0;
-
- if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
- return 1;
+ if (tile_path[dir])
+ {
+ if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
+ return tile_map[dir];
- if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
- return 1;
+ if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
+ return tile_map[dir];
+ }
return 0;
}
@@ -1548,8 +1504,8 @@
retval->distance_x += op2->x - x;
retval->distance_y += op2->y - y;
- retval->part = NULL;
- retval->distance = idistance (retval->distance_x, retval->distance_y);
+ retval->part = 0;
+ retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
}
}
@@ -1570,12 +1526,11 @@
return adjacent_map (op1->map, op2->map, &dx, &dy);
}
+//-GPL
+
object *
maptile::insert (object *op, int x, int y, object *originator, int flags)
{
- if (!op->flag [FLAG_REMOVED])
- op->remove ();
-
return insert_ob_in_map_at (op, this, originator, flags, x, y);
}
@@ -1594,6 +1549,8 @@
return ::region::default_region ();
}
+//+GPL
+
/* picks a random object from a style map.
*/
object *
@@ -1615,26 +1572,121 @@
}
// instead of crashing in the unlikely(?) case, try to return *something*
- return archetype::find ("bug");
+ return archetype::find (shstr_bug);
}
+//-GPL
+
void
maptile::play_sound (faceidx sound, int x, int y) const
{
if (!sound)
return;
+ for_all_players_on_map (pl, this)
+ if (client *ns = pl->ns)
+ {
+ int dx = x - pl->ob->x;
+ int dy = y - pl->ob->y;
+
+ int distance = idistance (dx, dy);
+
+ if (distance <= MAX_SOUND_DISTANCE)
+ ns->play_sound (sound, dx, dy);
+ }
+}
+
+void
+maptile::say_msg (const char *msg, int x, int y) const
+{
for_all_players (pl)
- if (pl->ob->map == this)
- if (client *ns = pl->ns)
- {
- int dx = x - pl->ob->x;
- int dy = y - pl->ob->y;
+ if (client *ns = pl->ns)
+ {
+ int dx = x - pl->ob->x;
+ int dy = y - pl->ob->y;
- int distance = idistance (dx, dy);
+ int distance = idistance (dx, dy);
- if (distance <= MAX_SOUND_DISTANCE)
- ns->play_sound (sound, dx, dy);
- }
+ if (distance <= MAX_SOUND_DISTANCE)
+ ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
+ }
+}
+
+static void
+split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
+{
+ // clip to map to the left
+ if (x0 < 0)
+ {
+ if (maptile *tile = m->tile_available (TILE_LEFT, 1))
+ split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
+
+ if (x1 < 0) // entirely to the left
+ return;
+
+ x0 = 0;
+ }
+
+ // clip to map to the right
+ if (x1 > m->width)
+ {
+ if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
+ split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
+
+ if (x0 > m->width) // entirely to the right
+ return;
+
+ x1 = m->width;
+ }
+
+ // clip to map above
+ if (y0 < 0)
+ {
+ if (maptile *tile = m->tile_available (TILE_UP, 1))
+ split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
+
+ if (y1 < 0) // entirely above
+ return;
+
+ y0 = 0;
+ }
+
+ // clip to map below
+ if (y1 > m->height)
+ {
+ if (maptile *tile = m->tile_available (TILE_DOWN, 1))
+ split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
+
+ if (y0 > m->height) // entirely below
+ return;
+
+ y1 = m->height;
+ }
+
+ // if we get here, the rect is within the current map
+ maprect *r = (maprect *)buf.alloc (sizeof (maprect));
+
+ r->m = m;
+ r->x0 = x0;
+ r->y0 = y0;
+ r->x1 = x1;
+ r->y1 = y1;
+ r->dx = dx;
+ r->dy = dy;
+}
+
+maprect *
+maptile::split_to_tiles (int x0, int y0, int x1, int y1)
+{
+ static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
+ buf.clear ();
+
+ ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
+
+ // add end marker
+ maprect *r = (maprect *)buf.alloc (sizeof (maprect));
+ r->m = 0;
+
+ return (maprect *)buf.linearise ();
}