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Comparing deliantra/server/common/map.C (file contents):
Revision 1.149 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.155 by root, Fri Dec 26 10:36:42 2008 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
963/* 965/*
964 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
965 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
966 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
967 * 969 *
968 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
969 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
970 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
971 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
972 */ 974 */
973int 975int
974maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
975{ 977{
976 long monster_cnt = 0; 978 long monster_cnt = 0;
1021 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1022 */ 1024 */
1023int 1025int
1024maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1025{ 1027{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 1028 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1030 return 0; 1030 return 0;
1031 1031
1032 /* inform all players on the map */ 1032 /* inform all players on the map */
1033 if (change > 0) 1033 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 1035 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 1037
1038 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1039 * we need to be extra careful about negative values.
1040 * In general, the checks below are only needed if change
1041 * is not +/-1
1042 */
1043 if (new_level < 0)
1044 darkness = 0;
1045 else if (new_level >= MAX_DARKNESS)
1046 darkness = MAX_DARKNESS;
1047 else
1048 darkness = new_level;
1049 1039
1050 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1041 update_all_map_los (this);
1052 1042
1053 return 1; 1043 return 1;
1061 */ 1051 */
1062void 1052void
1063mapspace::update_ () 1053mapspace::update_ ()
1064{ 1054{
1065 object *last = 0; 1055 object *last = 0;
1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1057 sint8 light = 0;
1067 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1068 1059
1069 //object *middle = 0; 1060 //object *middle = 0;
1070 //object *top = 0; 1061 //object *top = 0;
1071 //object *floor = 0; 1062 //object *floor = 0;
1074 object *&middle = faces_obj[1] = 0; 1065 object *&middle = faces_obj[1] = 0;
1075 object *&floor = faces_obj[2] = 0; 1066 object *&floor = faces_obj[2] = 0;
1076 1067
1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1078 { 1069 {
1079 /* This could be made additive I guess (two lights better than 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1080 * one). But if so, it shouldn't be a simple additive - 2
1081 * light bulbs do not illuminate twice as far as once since
1082 * it is a dissapation factor that is cubed.
1083 */
1084 light = max (light, tmp->glow_radius); 1071 light += tmp->glow_radius;
1085 1072
1086 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1137 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1138 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1139 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1140 } 1127 }
1141 1128
1142 this->light = light; 1129 this->light = min (light, MAX_LIGHT_RADIUS);
1143 this->flags_ = flags; 1130 this->flags_ = flags;
1144 this->move_block = move_block & ~move_allow; 1131 this->move_block = move_block & ~move_allow;
1145 this->move_on = move_on; 1132 this->move_on = move_on;
1146 this->move_off = move_off; 1133 this->move_off = move_off;
1147 this->move_slow = move_slow; 1134 this->move_slow = move_slow;
1229 vol += op->volume (); 1216 vol += op->volume ();
1230 1217
1231 return vol; 1218 return vol;
1232} 1219}
1233 1220
1234bool 1221maptile *
1235maptile::tile_available (int dir, bool load) 1222maptile::tile_available (int dir, bool load)
1236{ 1223{
1237 if (!tile_path[dir]) 1224 if (tile_path[dir])
1238 return 0; 1225 {
1239
1240 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1241 return 1; 1227 return tile_map[dir];
1242 1228
1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1244 return 1; 1230 return tile_map[dir];
1231 }
1245 1232
1246 return 0; 1233 return 0;
1247} 1234}
1248 1235
1249/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
1628maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1616{
1630 if (!sound) 1617 if (!sound)
1631 return; 1618 return;
1632 1619
1633 for_all_players (pl) 1620 for_all_players_on_map (pl, this)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns) 1621 if (client *ns = pl->ns)
1636 { 1622 {
1637 int dx = x - pl->ob->x; 1623 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y; 1624 int dy = y - pl->ob->y;
1639 1625
1640 int distance = idistance (dx, dy); 1626 int distance = idistance (dx, dy);
1641 1627
1642 if (distance <= MAX_SOUND_DISTANCE) 1628 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy); 1629 ns->play_sound (sound, dx, dy);
1644 } 1630 }
1645} 1631}
1646 1632
1633static void
1634split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1635{
1636 // clip to map to the left
1637 if (x0 < 0)
1638 {
1639 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1640 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1641
1642 if (x1 < 0) // entirely to the left
1643 return;
1644
1645 x0 = 0;
1646 }
1647
1648 // clip to map to the right
1649 if (x1 > m->width)
1650 {
1651 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1652 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1653
1654 if (x0 > m->width) // entirely to the right
1655 return;
1656
1657 x1 = m->width;
1658 }
1659
1660 // clip to map above
1661 if (y0 < 0)
1662 {
1663 if (maptile *tile = m->tile_available (TILE_UP, 1))
1664 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1665
1666 if (y1 < 0) // entirely above
1667 return;
1668
1669 y0 = 0;
1670 }
1671
1672 // clip to map below
1673 if (y1 > m->height)
1674 {
1675 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1676 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1677
1678 if (y0 > m->height) // entirely below
1679 return;
1680
1681 y1 = m->height;
1682 }
1683
1684 // if we get here, the rect is within the current map
1685 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1686
1687 r->m = m;
1688 r->x0 = x0;
1689 r->y0 = y0;
1690 r->x1 = x1;
1691 r->y1 = y1;
1692 r->dx = dx;
1693 r->dy = dy;
1694}
1695
1696maprect *
1697maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1698{
1699 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1700 buf.clear ();
1701
1702 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1703
1704 // add end marker
1705 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1706 r->m = 0;
1707
1708 return (maprect *)buf.linearise ();
1709}
1710

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