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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 1.160 by root, Mon Oct 12 14:00:57 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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>
25 26
26#include "global.h" 27#include "global.h"
27#include "loader.h" 28#include "loader.h"
28#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
29 32
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
33 * 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
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 { 336 {
334 // we insert manually because 337 // we insert manually because
335 // a) its way faster 338 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that 339 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct 340 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 341 mapspace &ms = at (op->x, op->y);
339 342
340 op->flag [FLAG_REMOVED] = false; 343 op->flag [FLAG_REMOVED] = false;
341 344
342 op->above = 0; 345 op->above = 0;
343 op->below = ms.top; 346 op->below = ms.top;
344 347
345 if (ms.top)
346 ms.top->above = op; 348 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 349
350 ms.top = op; 350 ms.top = op;
351 ms.flags_ = 0; 351 ms.flags_ = 0;
352 } 352 }
353 else 353 else
935 op->destroy (); 935 op->destroy ();
936 } 936 }
937} 937}
938 938
939/* 939/*
940 * Updates every button on the map (by calling update_button() for them).
941 */
942void
943maptile::update_buttons ()
944{
945 for (oblinkpt *obp = buttons; obp; obp = obp->next)
946 for (objectlink *ol = obp->link; ol; ol = ol->next)
947 {
948 if (!ol->ob)
949 {
950 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
951 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
952 continue;
953 }
954
955 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
956 {
957 update_button (ol->ob);
958 break;
959 }
960 }
961}
962
963/*
964 * 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.
965 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
966 * 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.
967 * 943 *
968 * 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
969 * 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
970 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
971 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
972 */ 948 */
973int 949int
974maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
975{ 951{
976 long monster_cnt = 0; 952 long monster_cnt = 0;
1021 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1022 */ 998 */
1023int 999int
1024maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
1025{ 1001{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 1002 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1030 return 0; 1004 return 0;
1031 1005
1032 /* inform all players on the map */ 1006 /* inform all players on the map */
1033 if (change > 0) 1007 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 1009 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 1011
1038 /* Do extra checking. since darkness is a unsigned value, 1012 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 1013
1050 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1015 update_all_map_los (this);
1052 1016
1053 return 1; 1017 return 1;
1061 */ 1025 */
1062void 1026void
1063mapspace::update_ () 1027mapspace::update_ ()
1064{ 1028{
1065 object *last = 0; 1029 object *last = 0;
1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE, anywhere = 0;
1031 sint8 light = 0;
1067 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;
1068 1033
1069 //object *middle = 0; 1034 //object *middle = 0;
1070 //object *top = 0; 1035 //object *top = 0;
1071 //object *floor = 0; 1036 //object *floor = 0;
1074 object *&middle = faces_obj[1] = 0; 1039 object *&middle = faces_obj[1] = 0;
1075 object *&floor = faces_obj[2] = 0; 1040 object *&floor = faces_obj[2] = 0;
1076 1041
1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1078 { 1043 {
1079 /* This could be made additive I guess (two lights better than 1044 // 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); 1045 light += tmp->glow_radius;
1085 1046
1086 /* This call is needed in order to update objects the player 1047 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1048 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1049 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1050 * 3 times each time the player moves, because many of the
1137 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1138 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1139 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1140 } 1101 }
1141 1102
1142 this->light = light; 1103 this->light = min (light, MAX_LIGHT_RADIUS);
1143 this->flags_ = flags; 1104 this->flags_ = flags;
1144 this->move_block = move_block & ~move_allow; 1105 this->move_block = move_block & ~move_allow;
1145 this->move_on = move_on; 1106 this->move_on = move_on;
1146 this->move_off = move_off; 1107 this->move_off = move_off;
1147 this->move_slow = move_slow; 1108 this->move_slow = move_slow;
1229 vol += op->volume (); 1190 vol += op->volume ();
1230 1191
1231 return vol; 1192 return vol;
1232} 1193}
1233 1194
1234bool 1195maptile *
1235maptile::tile_available (int dir, bool load) 1196maptile::tile_available (int dir, bool load)
1236{ 1197{
1237 if (!tile_path[dir]) 1198 if (tile_path[dir])
1238 return 0; 1199 {
1239
1240 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1241 return 1; 1201 return tile_map[dir];
1242 1202
1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1244 return 1; 1204 return tile_map[dir];
1205 }
1245 1206
1246 return 0; 1207 return 0;
1247} 1208}
1248 1209
1249/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1555 else 1516 else
1556 { 1517 {
1557 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
1558 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
1559 1520
1560 retval->part = NULL; 1521 retval->part = 0;
1561 retval->distance = idistance (retval->distance_x, retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1562 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1563 } 1524 }
1564} 1525}
1565 1526
1566/* 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
1628maptile::play_sound (faceidx sound, int x, int y) const 1589maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1590{
1630 if (!sound) 1591 if (!sound)
1631 return; 1592 return;
1632 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{
1633 for_all_players (pl) 1610 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns) 1611 if (client *ns = pl->ns)
1636 { 1612 {
1637 int dx = x - pl->ob->x; 1613 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y; 1614 int dy = y - pl->ob->y;
1639 1615
1640 int distance = idistance (dx, dy); 1616 int distance = idistance (dx, dy);
1641 1617
1642 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy); 1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1644 } 1620 }
1645} 1621}
1646 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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