--- deliantra/server/common/map.C 2008/12/23 00:39:48 1.151 +++ deliantra/server/common/map.C 2009/05/05 04:51:56 1.159 @@ -27,6 +27,8 @@ #include "loader.h" #include "path.h" +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 @@ -334,7 +336,7 @@ // 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; @@ -342,10 +344,7 @@ 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; @@ -937,38 +936,14 @@ } /* - * 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 @@ -1023,10 +998,8 @@ 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 */ @@ -1035,17 +1008,7 @@ 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); @@ -1228,17 +1191,17 @@ 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; } @@ -1554,8 +1517,8 @@ 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); } } @@ -1640,3 +1603,97 @@ } } +void +maptile::say_msg (const char *msg, int x, int y) const +{ + for_all_players (pl) + 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->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 (); +} +