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Comparing deliantra/server/common/map.C (file contents):
Revision 1.129 by root, Wed Sep 12 11:10:09 2007 UTC vs.
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 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 * Crossfire TRT 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 <crossfire@schmorp.de> 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>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
32 32
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
245 245
246 insert_ob_in_ob (tmp, container); 246 insert_ob_in_ob (tmp, container);
247 tmp = next; 247 tmp = next;
248 } 248 }
249 249
250 /* sum_weight will go through and calculate what all the containers are 250 // go through and calculate what all the containers are carrying.
251 * carrying. 251 //TODO: remove
252 */ 252 container->update_weight ();
253 sum_weight (container);
254} 253}
255 254
256void 255void
257maptile::set_object_flag (int flag, int value) 256maptile::set_object_flag (int flag, int value)
258{ 257{
260 return; 259 return;
261 260
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 263 tmp->flag [flag] = value;
264}
265
266void
267maptile::post_load_original ()
268{
269 if (!spaces)
270 return;
271
272 set_object_flag (FLAG_OBJ_ORIGINAL);
273
274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp);
265} 277}
266 278
267/* link_multipart_objects go through all the objects on the map looking 279/* link_multipart_objects go through all the objects on the map looking
268 * for objects whose arch says they are multipart yet according to the 280 * for objects whose arch says they are multipart yet according to the
269 * info we have, they only have the head (as would be expected when 281 * info we have, they only have the head (as would be expected when
307bool 319bool
308maptile::_load_objects (object_thawer &f) 320maptile::_load_objects (object_thawer &f)
309{ 321{
310 for (;;) 322 for (;;)
311 { 323 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 324 coroapi::cede_to_tick (); // cede once in a while
313 325
314 switch (f.kw) 326 switch (f.kw)
315 { 327 {
316 case KW_arch: 328 case KW_arch:
317 if (object *op = object::read (f, this)) 329 if (object *op = object::read (f, this))
318 { 330 {
331 // TODO: why?
319 if (op->inv) 332 if (op->inv)
320 sum_weight (op); 333 op->update_weight ();
321 334
322 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
323 } 358 }
324 359
325 continue; 360 continue;
326 361
327 case KW_EOF: 362 case KW_EOF:
617 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
618 653
619 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
621 case KW_no_reset: thawer.get (no_reset); break; 656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
622 658
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 661
626 // old names new names 662 // old names new names
676 712
677 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
678 unique = 1; 714 unique = 1;
679 715
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 {
682 op->destroy_inv (false);
683 op->destroy (); 717 op->destroy ();
684 }
685 718
686 op = above; 719 op = above;
687 } 720 }
688 } 721 }
689} 722}
700 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
706 740
707 if (default_region) MAP_OUT2 (region, default_region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
708 742
709 if (shopitems) 743 if (shopitems)
776 810
777 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
778 812
779 object *head = op->head_ (); 813 object *head = op->head_ ();
780 if (op == head) 814 if (op == head)
781 {
782 op->destroy_inv (false);
783 op->destroy (); 815 op->destroy ();
784 }
785 else if (head->map != op->map) 816 else if (head->map != op->map)
786 { 817 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy (); 819 head->destroy ();
789 } 820 }
790 } 821 }
791 822
792 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
793 } 824 }
794 825
795 if (buttons) 826 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
797 828
798 sfree (regions, size ()); regions = 0; 829 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 830 delete [] regionmap; regionmap = 0;
800} 831}
801 832
802void 833void
803maptile::clear_header () 834maptile::clear_header ()
904 op->destroy (); 935 op->destroy ();
905 } 936 }
906} 937}
907 938
908/* 939/*
909 * Updates every button on the map (by calling update_button() for them).
910 */
911void
912maptile::update_buttons ()
913{
914 for (oblinkpt *obp = buttons; obp; obp = obp->next)
915 for (objectlink *ol = obp->link; ol; ol = ol->next)
916 {
917 if (!ol->ob)
918 {
919 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
920 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
921 continue;
922 }
923
924 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
925 {
926 update_button (ol->ob);
927 break;
928 }
929 }
930}
931
932/*
933 * This routine is supposed to find out the difficulty of the map. 940 * This routine is supposed to find out the difficulty of the map.
934 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
935 * but does have a lot to do with treasure on the map. 942 * but does have a lot to do with treasure on the map.
936 * 943 *
937 * Difficulty can now be set by the map creature. If the value stored 944 * Difficulty can now be set by the map creator. If the value stored
938 * in the map is zero, then use this routine. Maps should really 945 * in the map is zero, then use this routine. Maps should really
939 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
940 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
941 */ 948 */
942int 949int
943maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
944{ 951{
945 long monster_cnt = 0; 952 long monster_cnt = 0;
957 964
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (QUERY_FLAG (op, FLAG_GENERATOR))
959 { 966 {
960 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
961 968
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
963 total_exp += at->stats.exp * 8; 971 total_exp += at->stats.exp * 8;
964
965 monster_cnt++; 972 monster_cnt++;
973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
966 } 980 }
967 } 981 }
968 982
969 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
970 984
983 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
984 */ 998 */
985int 999int
986maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
987{ 1001{
988 int new_level = darkness + change;
989
990 /* Nothing to do */ 1002 /* Nothing to do */
991 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
992 return 0; 1004 return 0;
993 1005
994 /* inform all players on the map */ 1006 /* inform all players on the map */
995 if (change > 0) 1007 if (change > 0)
996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 else 1009 else
998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 1011
1000 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1001 * we need to be extra careful about negative values.
1002 * In general, the checks below are only needed if change
1003 * is not +/-1
1004 */
1005 if (new_level < 0)
1006 darkness = 0;
1007 else if (new_level >= MAX_DARKNESS)
1008 darkness = MAX_DARKNESS;
1009 else
1010 darkness = new_level;
1011 1013
1012 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1014 return 1; 1017 return 1;
1015} 1018}
1016 1019
1017/* 1020/*
1018 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1021 * through, etc) 1024 * through, etc)
1022 */ 1025 */
1023void 1026void
1024mapspace::update_ () 1027mapspace::update_ ()
1025{ 1028{
1026 object *tmp, *last = 0; 1029 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE, anywhere = 0;
1031 sint8 light = 0;
1028 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1029 1033
1030 //object *middle = 0; 1034 //object *middle = 0;
1031 //object *top = 0; 1035 //object *top = 0;
1032 //object *floor = 0; 1036 //object *floor = 0;
1033 // this seems to generate better code than using locals, above 1037 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1038 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1039 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1040 object *&floor = faces_obj[2] = 0;
1037 1041
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1043 {
1040 /* This could be made additive I guess (two lights better than 1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1041 * one). But if so, it shouldn't be a simple additive - 2
1042 * light bulbs do not illuminate twice as far as once since
1043 * it is a dissapation factor that is cubed.
1044 */
1045 if (tmp->glow_radius > light)
1046 light = tmp->glow_radius; 1045 light += tmp->glow_radius;
1047 1046
1048 /* This call is needed in order to update objects the player 1047 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1048 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1049 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1050 * 3 times each time the player moves, because many of the
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1070 {
1072 middle = tmp; 1071 middle = tmp;
1073 anywhere = 1; 1072 anywhere = 1;
1074 } 1073 }
1074
1075 /* Find the highest visible face around. If equal 1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the 1076 * visibilities, we still want the one nearer to the
1077 * top 1077 * top
1078 */ 1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1101 }
1102 1102
1103 this->light = light; 1103 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1104 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1105 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1106 this->move_on = move_on;
1107 this->move_off = move_off; 1107 this->move_off = move_off;
1108 this->move_slow = move_slow; 1108 this->move_slow = move_slow;
1128 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1131 */ 1131 */
1132 1132
1133 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1134 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break; 1137 break;
1138 1138
1190 vol += op->volume (); 1190 vol += op->volume ();
1191 1191
1192 return vol; 1192 return vol;
1193} 1193}
1194 1194
1195bool 1195maptile *
1196maptile::tile_available (int dir, bool load) 1196maptile::tile_available (int dir, bool load)
1197{ 1197{
1198 if (!tile_path[dir]) 1198 if (tile_path[dir])
1199 return 0; 1199 {
1200
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return 1; 1201 return tile_map[dir];
1203 1202
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1204 return tile_map[dir];
1205 }
1206 1206
1207 return 0; 1207 return 0;
1208} 1208}
1209 1209
1210/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1516 else 1516 else
1517 { 1517 {
1518 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
1520 1520
1521 retval->part = NULL; 1521 retval->part = 0;
1522 retval->distance = idistance (retval->distance_x, retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1524 } 1524 }
1525} 1525}
1526 1526
1527/* Returns true of op1 and op2 are effectively on the same map 1527/* Returns true of op1 and op2 are effectively on the same map
1541} 1541}
1542 1542
1543object * 1543object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1545{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1550} 1547}
1551 1548
1552region * 1549region *
1553maptile::region (int x, int y) const 1550maptile::region (int x, int y) const
1563 1560
1564 return ::region::default_region (); 1561 return ::region::default_region ();
1565} 1562}
1566 1563
1567/* picks a random object from a style map. 1564/* picks a random object from a style map.
1568 * Redone by MSW so it should be faster and not use static
1569 * variables to generate tables.
1570 */ 1565 */
1571object * 1566object *
1572maptile::pick_random_object () const 1567maptile::pick_random_object (rand_gen &gen) const
1573{ 1568{
1574 /* while returning a null object will result in a crash, that 1569 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1570 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1571 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1572 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1573 * any difference, but this seems clearer to me.
1579 */ 1574 */
1580 for (int i = 1000; --i;) 1575 for (int i = 1000; --i;)
1581 { 1576 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1577 object *pick = at (gen (width), gen (height)).bot;
1583 1578
1584 // do not prefer big monsters just because they are big. 1579 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1580 if (pick && pick->is_head ())
1586 return pick->head_ (); 1581 return pick->head_ ();
1587 } 1582 }
1588 1583
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1584 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1585 return archetype::find ("bug");
1591} 1586}
1592 1587
1593void 1588void
1594maptile::play_sound (faceidx sound, int x, int y) const 1589maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1590{
1596 if (!sound) 1591 if (!sound)
1597 return; 1592 return;
1598 1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1599 for_all_players (pl) 1610 for_all_players (pl)
1600 if (pl->observe->map == this)
1601 if (client *ns = pl->ns) 1611 if (client *ns = pl->ns)
1602 { 1612 {
1603 int dx = x - pl->observe->x; 1613 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1614 int dy = y - pl->ob->y;
1605 1615
1606 int distance = idistance (dx, dy); 1616 int distance = idistance (dx, dy);
1607 1617
1608 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 } 1620 }
1611} 1621}
1612 1622
1623static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{
1626 // clip to map to the left
1627 if (x0 < 0)
1628 {
1629 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1630 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631
1632 if (x1 < 0) // entirely to the left
1633 return;
1634
1635 x0 = 0;
1636 }
1637
1638 // clip to map to the right
1639 if (x1 > m->width)
1640 {
1641 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1642 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643
1644 if (x0 > m->width) // entirely to the right
1645 return;
1646
1647 x1 = m->width;
1648 }
1649
1650 // clip to map above
1651 if (y0 < 0)
1652 {
1653 if (maptile *tile = m->tile_available (TILE_UP, 1))
1654 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655
1656 if (y1 < 0) // entirely above
1657 return;
1658
1659 y0 = 0;
1660 }
1661
1662 // clip to map below
1663 if (y1 > m->height)
1664 {
1665 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1666 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667
1668 if (y0 > m->height) // entirely below
1669 return;
1670
1671 y1 = m->height;
1672 }
1673
1674 // if we get here, the rect is within the current map
1675 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1676
1677 r->m = m;
1678 r->x0 = x0;
1679 r->y0 = y0;
1680 r->x1 = x1;
1681 r->y1 = y1;
1682 r->dx = dx;
1683 r->dy = dy;
1684}
1685
1686maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1688{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear ();
1691
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693
1694 // add end marker
1695 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1696 r->m = 0;
1697
1698 return (maprect *)buf.linearise ();
1699}
1700

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