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Comparing deliantra/server/common/map.C (file contents):
Revision 1.145 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.167 by root, Thu Nov 5 15:43:21 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>
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
31//+GPL
32
33sint8 maptile::outdoor_darkness;
29 34
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
68 * by the caller. 73 * by the caller.
69 */ 74 */
70int 75int
71blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
72{ 77{
73 object *tmp;
74 int mflags, blocked;
75
76 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this. 79 * have already checked this.
78 */ 80 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 82 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 84 return 1;
83 } 85 }
84 86
85 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
86 * directly.
87 */
88 mflags = m->at (sx, sy).flags ();
89 88
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
91 91
92 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 94 * things we need to do for players.
95 */ 95 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0; 97 return 0;
98 98
99 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
100 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
101 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
102 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
111 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
112 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
113 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
115 */ 115 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 { 117 {
118 118 if (OB_MOVE_BLOCK (ob, tmp))
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 119 {
122 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
124 * pass through this space. 122 return 1;
125 */ 123 else
126 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
127 { 127 {
128 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
129 return 1; 132 return 1;
130 else 133 }
131 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
132 } 143 }
133 else 144 else
134 { 145 return 1; // unconditional block
135 /* In this case, the player must not have the object - 146
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else 147 } else {
145 { 148 // space does not block the ob, directly, but
146 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
147 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
153 return 1;
154 151
155 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob 153 && tmp->head_ () != ob
157 && tmp != ob 154 && tmp != ob
158 && tmp->type != DOOR 155 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
160 return 1; 157 return 1;
161 } 158 }
162
163 } 159 }
160
164 return 0; 161 return 0;
165} 162}
166 163
167/* 164/*
168 * Returns qthe blocking object if the given object can't fit in the given 165 * Returns qthe blocking object if the given object can't fit in the given
247 // go through and calculate what all the containers are carrying. 244 // go through and calculate what all the containers are carrying.
248 //TODO: remove 245 //TODO: remove
249 container->update_weight (); 246 container->update_weight ();
250} 247}
251 248
249//-GPL
250
252void 251void
253maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
254{ 253{
255 if (!spaces) 254 if (!spaces)
256 return; 255 return;
270 269
271 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp); 272 INVOKE_OBJECT (RESET, tmp);
274} 273}
274
275//+GPL
275 276
276/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
277 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
278 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
279 * they are saved). 280 * they are saved).
307 op = op->above; 308 op = op->above;
308 } 309 }
309 } 310 }
310} 311}
311 312
313//-GPL
314
312/* 315/*
313 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
314 * file pointer. 317 * file pointer.
315 */ 318 */
316bool 319bool
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
479 if (spaces) 479 if (spaces)
480 return; 480 return;
481 481
482 spaces = salloc0<mapspace> (size ()); 482 spaces = salloc0<mapspace> (size ());
483} 483}
484
485//+GPL
484 486
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 487/* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed 488 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 489 * at a later date.
488 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
565 return items; 567 return items;
566} 568}
567 569
568/* opposite of parse string, this puts the string that was originally fed in to 570/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
570static void 572static const char *
571print_shop_string (maptile *m, char *output_string) 573print_shop_string (maptile *m)
572{ 574{
573 int i; 575 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 576
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 578 {
579 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
580 { 580 {
581 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 582 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 583 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 584 buf.printf ("%s;", m->shopitems[i].name);
585 } 585 }
586 else 586 else
587 { 587 {
588 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 590 else
591 sprintf (tmp, "*"); 591 buf.printf ("*");
592 } 592 }
593
594 strcat (output_string, tmp);
595 } 593 }
594
595 return buf;
596} 596}
597
598//-GPL
597 599
598/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 602 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 603 * addition of tiling, fields beyond that easily named in an
693 } 695 }
694 696
695 abort (); 697 abort ();
696} 698}
697 699
700//+GPL
701
698/****************************************************************************** 702/******************************************************************************
699 * This is the start of unique map handling code 703 * This is the start of unique map handling code
700 *****************************************************************************/ 704 *****************************************************************************/
701 705
702/* This goes through the maptile and removed any unique items on the map. */ 706/* This goes through the maptile and removed any unique items on the map. */
712 716
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 717 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1; 718 unique = 1;
715 719
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 {
718 op->destroy_inv (false);
719 op->destroy (); 721 op->destroy ();
720 }
721 722
722 op = above; 723 op = above;
723 } 724 }
724 } 725 }
725} 726}
727
728//-GPL
726 729
727bool 730bool
728maptile::_save_header (object_freezer &freezer) 731maptile::_save_header (object_freezer &freezer)
729{ 732{
730#define MAP_OUT(k) freezer.put (KW_ ## k, k) 733#define MAP_OUT(k) freezer.put (KW_ ## k, k)
738 MAP_OUT (reset_timeout); 741 MAP_OUT (reset_timeout);
739 MAP_OUT (fixed_resettime); 742 MAP_OUT (fixed_resettime);
740 MAP_OUT (no_reset); 743 MAP_OUT (no_reset);
741 MAP_OUT (no_drop); 744 MAP_OUT (no_drop);
742 MAP_OUT (difficulty); 745 MAP_OUT (difficulty);
743
744 if (default_region) MAP_OUT2 (region, default_region->name); 746 if (default_region) MAP_OUT2 (region, default_region->name);
745 747
746 if (shopitems) 748 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
747 {
748 char shop[MAX_BUF];
749 print_shop_string (this, shop);
750 MAP_OUT2 (shopitems, shop);
751 }
752
753 MAP_OUT (shopgreed); 749 MAP_OUT (shopgreed);
754 MAP_OUT (shopmin); 750 MAP_OUT (shopmin);
755 MAP_OUT (shopmax); 751 MAP_OUT (shopmax);
756 if (shoprace) MAP_OUT (shoprace); 752 if (shoprace) MAP_OUT (shoprace);
753
757 MAP_OUT (darkness); 754 MAP_OUT (darkness);
758 MAP_OUT (width); 755 MAP_OUT (width);
759 MAP_OUT (height); 756 MAP_OUT (height);
760 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
761 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
794 return false; 791 return false;
795 792
796 return freezer.save (path); 793 return freezer.save (path);
797} 794}
798 795
796//+GPL
797
799/* 798/*
800 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
801 */ 800 */
802void 801void
803maptile::clear () 802maptile::clear ()
813 812
814 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
815 814
816 object *head = op->head_ (); 815 object *head = op->head_ ();
817 if (op == head) 816 if (op == head)
818 {
819 op->destroy_inv (false);
820 op->destroy (); 817 op->destroy ();
821 }
822 else if (head->map != op->map) 818 else if (head->map != op->map)
823 { 819 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy (); 821 head->destroy ();
826 } 822 }
941 op->destroy (); 937 op->destroy ();
942 } 938 }
943} 939}
944 940
945/* 941/*
946 * Updates every button on the map (by calling update_button() for them).
947 */
948void
949maptile::update_buttons ()
950{
951 for (oblinkpt *obp = buttons; obp; obp = obp->next)
952 for (objectlink *ol = obp->link; ol; ol = ol->next)
953 {
954 if (!ol->ob)
955 {
956 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
957 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
958 continue;
959 }
960
961 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
962 {
963 update_button (ol->ob);
964 break;
965 }
966 }
967}
968
969/*
970 * 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.
971 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
972 * 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.
973 * 945 *
974 * 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
975 * 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
976 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
977 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
978 */ 950 */
979int 951int
980maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
981{ 953{
982 long monster_cnt = 0; 954 long monster_cnt = 0;
1027 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1028 */ 1000 */
1029int 1001int
1030maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1031{ 1003{
1032 int new_level = darkness + change;
1033
1034 /* Nothing to do */ 1004 /* Nothing to do */
1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1036 return 0; 1006 return 0;
1037 1007
1038 /* inform all players on the map */ 1008 /* inform all players on the map */
1039 if (change > 0) 1009 if (change > 0)
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1041 else 1011 else
1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1043 1013
1044 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1045 * we need to be extra careful about negative values.
1046 * In general, the checks below are only needed if change
1047 * is not +/-1
1048 */
1049 if (new_level < 0)
1050 darkness = 0;
1051 else if (new_level >= MAX_DARKNESS)
1052 darkness = MAX_DARKNESS;
1053 else
1054 darkness = new_level;
1055 1015
1056 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1057 update_all_map_los (this); 1017 update_all_map_los (this);
1058 1018
1059 return 1; 1019 return 1;
1067 */ 1027 */
1068void 1028void
1069mapspace::update_ () 1029mapspace::update_ ()
1070{ 1030{
1071 object *last = 0; 1031 object *last = 0;
1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1074 1035
1075 //object *middle = 0; 1036 //object *middle = 0;
1076 //object *top = 0; 1037 //object *top = 0;
1077 //object *floor = 0; 1038 //object *floor = 0;
1080 object *&middle = faces_obj[1] = 0; 1041 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0; 1042 object *&floor = faces_obj[2] = 0;
1082 1043
1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1084 { 1045 {
1085 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1086 * one). But if so, it shouldn't be a simple additive - 2
1087 * light bulbs do not illuminate twice as far as once since
1088 * it is a dissapation factor that is cubed.
1089 */
1090 light = max (light, tmp->glow_radius); 1047 light += tmp->glow_radius;
1091 1048
1092 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1093 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1094 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1095 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1137 move_off |= tmp->move_off; 1094 move_off |= tmp->move_off;
1138 move_allow |= tmp->move_allow; 1095 move_allow |= tmp->move_allow;
1139 1096
1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1099 if (tmp->type == PLAYER) flags |= P_PLAYER;
1142 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1143 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1144 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1145 } 1103 }
1146 1104
1147 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1148 this->flags_ = flags; 1106 this->flags_ = flags;
1149 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1150 this->move_on = move_on; 1108 this->move_on = move_on;
1151 this->move_off = move_off; 1109 this->move_off = move_off;
1152 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1234 vol += op->volume (); 1192 vol += op->volume ();
1235 1193
1236 return vol; 1194 return vol;
1237} 1195}
1238 1196
1239bool 1197maptile *
1240maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1241{ 1199{
1242 if (!tile_path[dir]) 1200 if (tile_path[dir])
1243 return 0; 1201 {
1244
1245 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))
1246 return 1; 1203 return tile_map[dir];
1247 1204
1248 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1249 return 1; 1206 return tile_map[dir];
1207 }
1250 1208
1251 return 0; 1209 return 0;
1252} 1210}
1253 1211
1254/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1560 else 1518 else
1561 { 1519 {
1562 retval->distance_x += op2->x - x; 1520 retval->distance_x += op2->x - x;
1563 retval->distance_y += op2->y - y; 1521 retval->distance_y += op2->y - y;
1564 1522
1565 retval->part = NULL; 1523 retval->part = 0;
1566 retval->distance = idistance (retval->distance_x, retval->distance_y); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1567 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1568 } 1526 }
1569} 1527}
1570 1528
1571/* Returns true of op1 and op2 are effectively on the same map 1529/* Returns true of op1 and op2 are effectively on the same map
1582 int dx, dy; 1540 int dx, dy;
1583 1541
1584 return adjacent_map (op1->map, op2->map, &dx, &dy); 1542 return adjacent_map (op1->map, op2->map, &dx, &dy);
1585} 1543}
1586 1544
1545//-GPL
1546
1587object * 1547object *
1588maptile::insert (object *op, int x, int y, object *originator, int flags) 1548maptile::insert (object *op, int x, int y, object *originator, int flags)
1589{ 1549{
1590 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1550 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1591} 1551}
1602 if (default_region) 1562 if (default_region)
1603 return default_region; 1563 return default_region;
1604 1564
1605 return ::region::default_region (); 1565 return ::region::default_region ();
1606} 1566}
1567
1568//+GPL
1607 1569
1608/* picks a random object from a style map. 1570/* picks a random object from a style map.
1609 */ 1571 */
1610object * 1572object *
1611maptile::pick_random_object (rand_gen &gen) const 1573maptile::pick_random_object (rand_gen &gen) const
1627 1589
1628 // instead of crashing in the unlikely(?) case, try to return *something* 1590 // instead of crashing in the unlikely(?) case, try to return *something*
1629 return archetype::find ("bug"); 1591 return archetype::find ("bug");
1630} 1592}
1631 1593
1594//-GPL
1595
1632void 1596void
1633maptile::play_sound (faceidx sound, int x, int y) const 1597maptile::play_sound (faceidx sound, int x, int y) const
1634{ 1598{
1635 if (!sound) 1599 if (!sound)
1636 return; 1600 return;
1637 1601
1602 for_all_players_on_map (pl, this)
1603 if (client *ns = pl->ns)
1604 {
1605 int dx = x - pl->ob->x;
1606 int dy = y - pl->ob->y;
1607
1608 int distance = idistance (dx, dy);
1609
1610 if (distance <= MAX_SOUND_DISTANCE)
1611 ns->play_sound (sound, dx, dy);
1612 }
1613}
1614
1615void
1616maptile::say_msg (const char *msg, int x, int y) const
1617{
1638 for_all_players (pl) 1618 for_all_players (pl)
1639 if (pl->ob->map == this)
1640 if (client *ns = pl->ns) 1619 if (client *ns = pl->ns)
1641 { 1620 {
1642 int dx = x - pl->ob->x; 1621 int dx = x - pl->ob->x;
1643 int dy = y - pl->ob->y; 1622 int dy = y - pl->ob->y;
1644 1623
1645 int distance = idistance (dx, dy); 1624 int distance = idistance (dx, dy);
1646 1625
1647 if (distance <= MAX_SOUND_DISTANCE) 1626 if (distance <= MAX_SOUND_DISTANCE)
1648 ns->play_sound (sound, dx, dy); 1627 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1649 } 1628 }
1650} 1629}
1651 1630
1631static void
1632split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1633{
1634 // clip to map to the left
1635 if (x0 < 0)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1638 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1639
1640 if (x1 < 0) // entirely to the left
1641 return;
1642
1643 x0 = 0;
1644 }
1645
1646 // clip to map to the right
1647 if (x1 > m->width)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1650 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1651
1652 if (x0 > m->width) // entirely to the right
1653 return;
1654
1655 x1 = m->width;
1656 }
1657
1658 // clip to map above
1659 if (y0 < 0)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_UP, 1))
1662 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1663
1664 if (y1 < 0) // entirely above
1665 return;
1666
1667 y0 = 0;
1668 }
1669
1670 // clip to map below
1671 if (y1 > m->height)
1672 {
1673 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1674 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1675
1676 if (y0 > m->height) // entirely below
1677 return;
1678
1679 y1 = m->height;
1680 }
1681
1682 // if we get here, the rect is within the current map
1683 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1684
1685 r->m = m;
1686 r->x0 = x0;
1687 r->y0 = y0;
1688 r->x1 = x1;
1689 r->y1 = y1;
1690 r->dx = dx;
1691 r->dy = dy;
1692}
1693
1694maprect *
1695maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1696{
1697 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1698 buf.clear ();
1699
1700 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1701
1702 // add end marker
1703 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1704 r->m = 0;
1705
1706 return (maprect *)buf.linearise ();
1707}
1708

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