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Comparing deliantra/server/common/map.C (file contents):
Revision 1.152 by root, Tue Dec 23 01:51:27 2008 UTC vs.
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
70 * by the caller. 71 * by the caller.
71 */ 72 */
72int 73int
73blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 75{
75 object *tmp;
76 int mflags, blocked;
77
78 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
79 * have already checked this. 77 * have already checked this.
80 */ 78 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 80 {
85 } 83 }
86 84
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
88 * directly. 86 * directly.
89 */ 87 */
90 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
91 89
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
93 92
94 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 95 * things we need to do for players.
97 */ 96 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 98 return 0;
100 99
101 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
102 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
103 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
104 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
113 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
114 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
115 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
117 */ 116 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
120 120
121 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
123 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
124 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
125 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
126 * pass through this space. 128 * pass through this space.
127 */ 129 */
128 if (tmp->last_sp) 130 if (tmp->last_sp)
129 { 131 {
130 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
131 return 1; 133 return 1;
132 else
133 continue;
134 } 134 }
135 else 135 else
136 { 136 {
137 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
138 * if they do, they can't pass through. 138 * if they do, they can't pass through.
139 */ 139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
141 return 1; 141 return 1;
142 else
143 continue;
144 } 142 }
145 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
146 else 148 else
147 { 149 {
148 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
149 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
150 * movement, can't move here. 152 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a 153 * second - if a monster, can't move there, unless it is a
152 * hidden dm 154 * dm.
153 */ 155 */
154 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
155 return 1; 157 return 1;
156 158
157 if (tmp->flag [FLAG_ALIVE] 159 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 160 && tmp->head_ () != ob
159 && tmp != ob 161 && tmp != ob
160 && tmp->type != DOOR 162 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 163 && !tmp->flag [FLAG_WIZ])
162 return 1; 164 return 1;
163 } 165 }
164
165 } 166 }
167
166 return 0; 168 return 0;
167} 169}
168 170
169/* 171/*
170 * Returns qthe blocking object if the given object can't fit in the given 172 * Returns qthe blocking object if the given object can't fit in the given
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 { 337 {
336 // we insert manually because 338 // we insert manually because
337 // a) its way faster 339 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that 340 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct 341 // c) it's correct
340 mapspace &ms = at (op->x, op->y); 342 mapspace &ms = at (op->x, op->y);
341 343
342 op->flag [FLAG_REMOVED] = false; 344 op->flag [FLAG_REMOVED] = false;
343 345
344 op->above = 0; 346 op->above = 0;
345 op->below = ms.top; 347 op->below = ms.top;
346 348
347 if (ms.top)
348 ms.top->above = op; 349 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 else
350 ms.bot = op;
351 350
352 ms.top = op; 351 ms.top = op;
353 ms.flags_ = 0; 352 ms.flags_ = 0;
354 } 353 }
355 else 354 else
567 return items; 566 return items;
568} 567}
569 568
570/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
572static void 571static const char *
573print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
574{ 573{
575 int i; 574 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF];
577 575
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 576 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 577 {
581 if (m->shopitems[i].typenum) 578 if (m->shopitems[i].typenum)
582 { 579 {
583 if (m->shopitems[i].strength) 580 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 581 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else 582 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 583 buf.printf ("%s;", m->shopitems[i].name);
587 } 584 }
588 else 585 else
589 { 586 {
590 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 588 buf.printf ("*:%d;", m->shopitems[i].strength);
592 else 589 else
593 sprintf (tmp, "*"); 590 buf.printf ("*");
594 } 591 }
595
596 strcat (output_string, tmp);
597 } 592 }
593
594 return buf;
598} 595}
599 596
600/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
737 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
738 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset); 736 MAP_OUT (no_reset);
740 MAP_OUT (no_drop); 737 MAP_OUT (no_drop);
741 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
742
743 if (default_region) MAP_OUT2 (region, default_region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
744 740
745 if (shopitems) 741 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
746 {
747 char shop[MAX_BUF];
748 print_shop_string (this, shop);
749 MAP_OUT2 (shopitems, shop);
750 }
751
752 MAP_OUT (shopgreed); 742 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
754 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
746
756 MAP_OUT (darkness); 747 MAP_OUT (darkness);
757 MAP_OUT (width); 748 MAP_OUT (width);
758 MAP_OUT (height); 749 MAP_OUT (height);
759 MAP_OUT (enter_x); 750 MAP_OUT (enter_x);
760 MAP_OUT (enter_y); 751 MAP_OUT (enter_y);
937 op->destroy (); 928 op->destroy ();
938 } 929 }
939} 930}
940 931
941/* 932/*
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. 933 * This routine is supposed to find out the difficulty of the map.
967 * difficulty does not have a lot to do with character level, 934 * difficulty does not have a lot to do with character level,
968 * but does have a lot to do with treasure on the map. 935 * but does have a lot to do with treasure on the map.
969 * 936 *
970 * Difficulty can now be set by the map creature. If the value stored 937 * 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 938 * in the map is zero, then use this routine. Maps should really
972 * have a difficulty set than using this function - human calculation 939 * have a difficulty set rather than using this function - human calculation
973 * is much better than this functions guesswork. 940 * is much better than this function's guesswork.
974 */ 941 */
975int 942int
976maptile::estimate_difficulty () const 943maptile::estimate_difficulty () const
977{ 944{
978 long monster_cnt = 0; 945 long monster_cnt = 0;
1023 * postive values make it darker, negative make it brighter 990 * postive values make it darker, negative make it brighter
1024 */ 991 */
1025int 992int
1026maptile::change_map_light (int change) 993maptile::change_map_light (int change)
1027{ 994{
1028 int new_level = darkness + change;
1029
1030 /* Nothing to do */ 995 /* Nothing to do */
1031 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 996 if (!change)
1032 return 0; 997 return 0;
1033 998
1034 /* inform all players on the map */ 999 /* inform all players on the map */
1035 if (change > 0) 1000 if (change > 0)
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1001 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1037 else 1002 else
1038 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1039 1004
1040 /* Do extra checking. since darkness is a unsigned value, 1005 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 1006
1052 /* All clients need to get re-updated for the change */ 1007 /* All clients need to get re-updated for the change */
1053 update_all_map_los (this); 1008 update_all_map_los (this);
1054 1009
1055 return 1; 1010 return 1;
1228 vol += op->volume (); 1183 vol += op->volume ();
1229 1184
1230 return vol; 1185 return vol;
1231} 1186}
1232 1187
1233bool 1188maptile *
1234maptile::tile_available (int dir, bool load) 1189maptile::tile_available (int dir, bool load)
1235{ 1190{
1236 if (!tile_path[dir]) 1191 if (tile_path[dir])
1237 return 0; 1192 {
1238
1239 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1193 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1240 return 1; 1194 return tile_map[dir];
1241 1195
1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1196 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1243 return 1; 1197 return tile_map[dir];
1198 }
1244 1199
1245 return 0; 1200 return 0;
1246} 1201}
1247 1202
1248/* this returns TRUE if the coordinates (x,y) are out of 1203/* this returns TRUE if the coordinates (x,y) are out of
1554 else 1509 else
1555 { 1510 {
1556 retval->distance_x += op2->x - x; 1511 retval->distance_x += op2->x - x;
1557 retval->distance_y += op2->y - y; 1512 retval->distance_y += op2->y - y;
1558 1513
1559 retval->part = NULL; 1514 retval->part = 0;
1560 retval->distance = idistance (retval->distance_x, retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1561 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1562 } 1517 }
1563} 1518}
1564 1519
1565/* Returns true of op1 and op2 are effectively on the same map 1520/* Returns true of op1 and op2 are effectively on the same map
1640 if (distance <= MAX_SOUND_DISTANCE) 1595 if (distance <= MAX_SOUND_DISTANCE)
1641 ns->play_sound (sound, dx, dy); 1596 ns->play_sound (sound, dx, dy);
1642 } 1597 }
1643} 1598}
1644 1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1603 for_all_players (pl)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 }
1614}
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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