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Comparing deliantra/server/common/map.C (file contents):
Revision 1.145 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.157 by root, Thu Jan 8 19:23:44 2009 UTC

24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "loader.h" 27#include "loader.h"
28#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
29 31
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
712 714
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1; 716 unique = 1;
715 717
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 {
718 op->destroy_inv (false);
719 op->destroy (); 719 op->destroy ();
720 }
721 720
722 op = above; 721 op = above;
723 } 722 }
724 } 723 }
725} 724}
813 812
814 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
815 814
816 object *head = op->head_ (); 815 object *head = op->head_ ();
817 if (op == head) 816 if (op == head)
818 {
819 op->destroy_inv (false);
820 op->destroy (); 817 op->destroy ();
821 }
822 else if (head->map != op->map) 818 else if (head->map != op->map)
823 { 819 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy (); 821 head->destroy ();
826 } 822 }
941 op->destroy (); 937 op->destroy ();
942 } 938 }
943} 939}
944 940
945/* 941/*
946 * Updates every button on the map (by calling update_button() for them).
947 */
948void
949maptile::update_buttons ()
950{
951 for (oblinkpt *obp = buttons; obp; obp = obp->next)
952 for (objectlink *ol = obp->link; ol; ol = ol->next)
953 {
954 if (!ol->ob)
955 {
956 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
957 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
958 continue;
959 }
960
961 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
962 {
963 update_button (ol->ob);
964 break;
965 }
966 }
967}
968
969/*
970 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
971 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
972 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
973 * 945 *
974 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
975 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
976 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
977 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
978 */ 950 */
979int 951int
980maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
981{ 953{
982 long monster_cnt = 0; 954 long monster_cnt = 0;
1027 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1028 */ 1000 */
1029int 1001int
1030maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1031{ 1003{
1032 int new_level = darkness + change;
1033
1034 /* Nothing to do */ 1004 /* Nothing to do */
1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1036 return 0; 1006 return 0;
1037 1007
1038 /* inform all players on the map */ 1008 /* inform all players on the map */
1039 if (change > 0) 1009 if (change > 0)
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1041 else 1011 else
1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1043 1013
1044 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1045 * we need to be extra careful about negative values.
1046 * In general, the checks below are only needed if change
1047 * is not +/-1
1048 */
1049 if (new_level < 0)
1050 darkness = 0;
1051 else if (new_level >= MAX_DARKNESS)
1052 darkness = MAX_DARKNESS;
1053 else
1054 darkness = new_level;
1055 1015
1056 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1057 update_all_map_los (this); 1017 update_all_map_los (this);
1058 1018
1059 return 1; 1019 return 1;
1067 */ 1027 */
1068void 1028void
1069mapspace::update_ () 1029mapspace::update_ ()
1070{ 1030{
1071 object *last = 0; 1031 object *last = 0;
1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1074 1035
1075 //object *middle = 0; 1036 //object *middle = 0;
1076 //object *top = 0; 1037 //object *top = 0;
1077 //object *floor = 0; 1038 //object *floor = 0;
1080 object *&middle = faces_obj[1] = 0; 1041 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0; 1042 object *&floor = faces_obj[2] = 0;
1082 1043
1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1084 { 1045 {
1085 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1086 * one). But if so, it shouldn't be a simple additive - 2
1087 * light bulbs do not illuminate twice as far as once since
1088 * it is a dissapation factor that is cubed.
1089 */
1090 light = max (light, tmp->glow_radius); 1047 light += tmp->glow_radius;
1091 1048
1092 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1093 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1094 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1095 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1137 move_off |= tmp->move_off; 1094 move_off |= tmp->move_off;
1138 move_allow |= tmp->move_allow; 1095 move_allow |= tmp->move_allow;
1139 1096
1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1099 if (tmp->type == PLAYER) flags |= P_PLAYER;
1142 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1143 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1144 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1145 } 1103 }
1146 1104
1147 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1148 this->flags_ = flags; 1106 this->flags_ = flags;
1149 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1150 this->move_on = move_on; 1108 this->move_on = move_on;
1151 this->move_off = move_off; 1109 this->move_off = move_off;
1152 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1234 vol += op->volume (); 1192 vol += op->volume ();
1235 1193
1236 return vol; 1194 return vol;
1237} 1195}
1238 1196
1239bool 1197maptile *
1240maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1241{ 1199{
1242 if (!tile_path[dir]) 1200 if (tile_path[dir])
1243 return 0; 1201 {
1244
1245 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1246 return 1; 1203 return tile_map[dir];
1247 1204
1248 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1249 return 1; 1206 return tile_map[dir];
1207 }
1250 1208
1251 return 0; 1209 return 0;
1252} 1210}
1253 1211
1254/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1633maptile::play_sound (faceidx sound, int x, int y) const 1591maptile::play_sound (faceidx sound, int x, int y) const
1634{ 1592{
1635 if (!sound) 1593 if (!sound)
1636 return; 1594 return;
1637 1595
1596 for_all_players_on_map (pl, this)
1597 if (client *ns = pl->ns)
1598 {
1599 int dx = x - pl->ob->x;
1600 int dy = y - pl->ob->y;
1601
1602 int distance = idistance (dx, dy);
1603
1604 if (distance <= MAX_SOUND_DISTANCE)
1605 ns->play_sound (sound, dx, dy);
1606 }
1607}
1608
1609void
1610maptile::say_msg (const char *msg, int x, int y) const
1611{
1638 for_all_players (pl) 1612 for_all_players (pl)
1639 if (pl->ob->map == this)
1640 if (client *ns = pl->ns) 1613 if (client *ns = pl->ns)
1641 { 1614 {
1642 int dx = x - pl->ob->x; 1615 int dx = x - pl->ob->x;
1643 int dy = y - pl->ob->y; 1616 int dy = y - pl->ob->y;
1644 1617
1645 int distance = idistance (dx, dy); 1618 int distance = idistance (dx, dy);
1646 1619
1647 if (distance <= MAX_SOUND_DISTANCE) 1620 if (distance <= MAX_SOUND_DISTANCE)
1648 ns->play_sound (sound, dx, dy); 1621 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1649 } 1622 }
1650} 1623}
1651 1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1690{
1691 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1692 buf.clear ();
1693
1694 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1695
1696 // add end marker
1697 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1698 r->m = 0;
1699
1700 return (maprect *)buf.linearise ();
1701}
1702

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