ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.152 by root, Tue Dec 23 01:51:27 2008 UTC vs.
Revision 1.157 by root, Thu Jan 8 19:23:44 2009 UTC

937 op->destroy (); 937 op->destroy ();
938 } 938 }
939} 939}
940 940
941/* 941/*
942 * Updates every button on the map (by calling update_button() for them).
943 */
944void
945maptile::update_buttons ()
946{
947 for (oblinkpt *obp = buttons; obp; obp = obp->next)
948 for (objectlink *ol = obp->link; ol; ol = ol->next)
949 {
950 if (!ol->ob)
951 {
952 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
953 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
954 continue;
955 }
956
957 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
958 {
959 update_button (ol->ob);
960 break;
961 }
962 }
963}
964
965/*
966 * 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.
967 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
968 * 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.
969 * 945 *
970 * 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
971 * 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
972 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
973 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
974 */ 950 */
975int 951int
976maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
977{ 953{
978 long monster_cnt = 0; 954 long monster_cnt = 0;
1023 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1024 */ 1000 */
1025int 1001int
1026maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1027{ 1003{
1028 int new_level = darkness + change;
1029
1030 /* Nothing to do */ 1004 /* Nothing to do */
1031 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1032 return 0; 1006 return 0;
1033 1007
1034 /* inform all players on the map */ 1008 /* inform all players on the map */
1035 if (change > 0) 1009 if (change > 0)
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1037 else 1011 else
1038 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1039 1013
1040 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1041 * we need to be extra careful about negative values.
1042 * In general, the checks below are only needed if change
1043 * is not +/-1
1044 */
1045 if (new_level < 0)
1046 darkness = 0;
1047 else if (new_level >= MAX_DARKNESS)
1048 darkness = MAX_DARKNESS;
1049 else
1050 darkness = new_level;
1051 1015
1052 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1053 update_all_map_los (this); 1017 update_all_map_los (this);
1054 1018
1055 return 1; 1019 return 1;
1228 vol += op->volume (); 1192 vol += op->volume ();
1229 1193
1230 return vol; 1194 return vol;
1231} 1195}
1232 1196
1233bool 1197maptile *
1234maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1235{ 1199{
1236 if (!tile_path[dir]) 1200 if (tile_path[dir])
1237 return 0; 1201 {
1238
1239 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))
1240 return 1; 1203 return tile_map[dir];
1241 1204
1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1243 return 1; 1206 return tile_map[dir];
1207 }
1244 1208
1245 return 0; 1209 return 0;
1246} 1210}
1247 1211
1248/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1640 if (distance <= MAX_SOUND_DISTANCE) 1604 if (distance <= MAX_SOUND_DISTANCE)
1641 ns->play_sound (sound, dx, dy); 1605 ns->play_sound (sound, dx, dy);
1642 } 1606 }
1643} 1607}
1644 1608
1609void
1610maptile::say_msg (const char *msg, int x, int y) const
1611{
1612 for_all_players (pl)
1613 if (client *ns = pl->ns)
1614 {
1615 int dx = x - pl->ob->x;
1616 int dy = y - pl->ob->y;
1617
1618 int distance = idistance (dx, dy);
1619
1620 if (distance <= MAX_SOUND_DISTANCE)
1621 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1622 }
1623}
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines