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Comparing deliantra/server/common/map.C (file contents):
Revision 1.142 by root, Sun May 18 17:52:53 2008 UTC vs.
Revision 1.168 by root, Fri Nov 6 13:03:34 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
28#include "loader.h" 28#include "loader.h"
29
30#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
31 34
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
35 * 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
70 * by the caller. 73 * by the caller.
71 */ 74 */
72int 75int
73blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 77{
75 object *tmp;
76 int mflags, blocked;
77
78 /* 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
79 * have already checked this. 79 * have already checked this.
80 */ 80 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 82 {
83 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");
84 return 1; 84 return 1;
85 } 85 }
86 86
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 88
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
93 91
94 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 94 * things we need to do for players.
97 */ 95 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 97 return 0;
100 98
101 /* 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
102 * 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
103 * 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
104 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
113 /* 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
114 * 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
115 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
117 */ 115 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 117 {
120 118 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 119 {
124 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
126 * pass through this space. 122 return 1;
127 */ 123 else
128 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
129 { 127 {
130 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))
131 return 1; 132 return 1;
132 else 133 }
133 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;
134 } 143 }
135 else 144 else
136 { 145 return 1; // unconditional block
137 /* In this case, the player must not have the object - 146
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 147 } else {
147 { 148 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 151
157 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 153 && tmp->head_ () != ob
159 && tmp != ob 154 && tmp != ob
160 && tmp->type != DOOR 155 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
162 return 1; 157 return 1;
163 } 158 }
164
165 } 159 }
160
166 return 0; 161 return 0;
167} 162}
168 163
169/* 164/*
170 * 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
228 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
229 * and insert them properly. 224 * and insert them properly.
230 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
232 */ 227 */
233void 228static void
234fix_container (object *container) 229fix_container (object *container)
235{ 230{
236 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
237 232
238 container->inv = 0; 233 container->inv = 0;
249 // go through and calculate what all the containers are carrying. 244 // go through and calculate what all the containers are carrying.
250 //TODO: remove 245 //TODO: remove
251 container->update_weight (); 246 container->update_weight ();
252} 247}
253 248
249//-GPL
250
254void 251void
255maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
256{ 253{
257 if (!spaces) 254 if (!spaces)
258 return; 255 return;
259 256
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 259 tmp->flag [flag] = value;
263} 260}
261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
264 276
265/* 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
266 * 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
267 * 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
268 * they are saved). 280 * they are saved).
296 op = op->above; 308 op = op->above;
297 } 309 }
298 } 310 }
299} 311}
300 312
313//-GPL
314
301/* 315/*
302 * 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
303 * file pointer. 317 * file pointer.
304 */ 318 */
305bool 319bool
321 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))
322 { 336 {
323 // we insert manually because 337 // we insert manually because
324 // a) its way faster 338 // a) its way faster
325 // 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
326 // c) its correct 340 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 341 mapspace &ms = at (op->x, op->y);
328 342
329 op->flag [FLAG_REMOVED] = false; 343 op->flag [FLAG_REMOVED] = false;
330 344
331 op->above = 0; 345 op->above = 0;
332 op->below = ms.top; 346 op->below = ms.top;
333 347
334 if (ms.top)
335 ms.top->above = op; 348 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 349
339 ms.top = op; 350 ms.top = op;
340 ms.flags_ = 0; 351 ms.flags_ = 0;
341 } 352 }
342 else 353 else
468 if (spaces) 479 if (spaces)
469 return; 480 return;
470 481
471 spaces = salloc0<mapspace> (size ()); 482 spaces = salloc0<mapspace> (size ());
472} 483}
484
485//+GPL
473 486
474/* 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
475 * 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
476 * at a later date. 489 * at a later date.
477 * Called by parse_map_headers below. 490 * Called by parse_map_headers below.
554 return items; 567 return items;
555} 568}
556 569
557/* 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
558 * the map (or something equivilent) into output_string. */ 571 * the map (or something equivilent) into output_string. */
559static void 572static const char *
560print_shop_string (maptile *m, char *output_string) 573print_shop_string (maptile *m)
561{ 574{
562 int i; 575 static dynbuf_text buf; buf.clear ();
563 char tmp[MAX_BUF];
564 576
565 strcpy (output_string, "");
566 for (i = 0; i < m->shopitems[0].index; i++) 577 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 578 {
568 if (m->shopitems[i].typenum) 579 if (m->shopitems[i].typenum)
569 { 580 {
570 if (m->shopitems[i].strength) 581 if (m->shopitems[i].strength)
571 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);
572 else 583 else
573 sprintf (tmp, "%s;", m->shopitems[i].name); 584 buf.printf ("%s;", m->shopitems[i].name);
574 } 585 }
575 else 586 else
576 { 587 {
577 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
578 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 589 buf.printf ("*:%d;", m->shopitems[i].strength);
579 else 590 else
580 sprintf (tmp, "*"); 591 buf.printf ("*");
581 } 592 }
582
583 strcat (output_string, tmp);
584 } 593 }
594
595 return buf;
585} 596}
597
598//-GPL
586 599
587/* This loads the header information of the map. The header 600/* This loads the header information of the map. The header
588 * contains things like difficulty, size, timeout, etc. 601 * contains things like difficulty, size, timeout, etc.
589 * 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
590 * addition of tiling, fields beyond that easily named in an 603 * addition of tiling, fields beyond that easily named in an
682 } 695 }
683 696
684 abort (); 697 abort ();
685} 698}
686 699
700//+GPL
701
687/****************************************************************************** 702/******************************************************************************
688 * This is the start of unique map handling code 703 * This is the start of unique map handling code
689 *****************************************************************************/ 704 *****************************************************************************/
690 705
691/* 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. */
701 716
702 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))
703 unique = 1; 718 unique = 1;
704 719
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 720 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 721 op->destroy ();
709 }
710 722
711 op = above; 723 op = above;
712 } 724 }
713 } 725 }
714} 726}
727
728//-GPL
715 729
716bool 730bool
717maptile::_save_header (object_freezer &freezer) 731maptile::_save_header (object_freezer &freezer)
718{ 732{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 733#define MAP_OUT(k) freezer.put (KW_ ## k, k)
727 MAP_OUT (reset_timeout); 741 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 742 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 743 MAP_OUT (no_reset);
730 MAP_OUT (no_drop); 744 MAP_OUT (no_drop);
731 MAP_OUT (difficulty); 745 MAP_OUT (difficulty);
732
733 if (default_region) MAP_OUT2 (region, default_region->name); 746 if (default_region) MAP_OUT2 (region, default_region->name);
734 747
735 if (shopitems) 748 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
736 {
737 char shop[MAX_BUF];
738 print_shop_string (this, shop);
739 MAP_OUT2 (shopitems, shop);
740 }
741
742 MAP_OUT (shopgreed); 749 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 750 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 751 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 752 if (shoprace) MAP_OUT (shoprace);
753
746 MAP_OUT (darkness); 754 MAP_OUT (darkness);
747 MAP_OUT (width); 755 MAP_OUT (width);
748 MAP_OUT (height); 756 MAP_OUT (height);
749 MAP_OUT (enter_x); 757 MAP_OUT (enter_x);
750 MAP_OUT (enter_y); 758 MAP_OUT (enter_y);
783 return false; 791 return false;
784 792
785 return freezer.save (path); 793 return freezer.save (path);
786} 794}
787 795
796//+GPL
797
788/* 798/*
789 * Remove and free all objects in the given map. 799 * Remove and free all objects in the given map.
790 */ 800 */
791void 801void
792maptile::clear () 802maptile::clear ()
802 812
803 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
804 814
805 object *head = op->head_ (); 815 object *head = op->head_ ();
806 if (op == head) 816 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 817 op->destroy ();
810 }
811 else if (head->map != op->map) 818 else if (head->map != op->map)
812 { 819 {
813 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 ());
814 head->destroy (); 821 head->destroy ();
815 } 822 }
930 op->destroy (); 937 op->destroy ();
931 } 938 }
932} 939}
933 940
934/* 941/*
935 * Updates every button on the map (by calling update_button() for them).
936 */
937void
938maptile::update_buttons ()
939{
940 for (oblinkpt *obp = buttons; obp; obp = obp->next)
941 for (objectlink *ol = obp->link; ol; ol = ol->next)
942 {
943 if (!ol->ob)
944 {
945 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
946 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
947 continue;
948 }
949
950 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
951 {
952 update_button (ol->ob);
953 break;
954 }
955 }
956}
957
958/*
959 * 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.
960 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
961 * 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.
962 * 945 *
963 * 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
964 * 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
965 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
967 */ 950 */
968int 951int
969maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
970{ 953{
971 long monster_cnt = 0; 954 long monster_cnt = 0;
1016 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
1017 */ 1000 */
1018int 1001int
1019maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
1020{ 1003{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 1004 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
1025 return 0; 1006 return 0;
1026 1007
1027 /* inform all players on the map */ 1008 /* inform all players on the map */
1028 if (change > 0) 1009 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 1011 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 1013
1033 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1034 * we need to be extra careful about negative values.
1035 * In general, the checks below are only needed if change
1036 * is not +/-1
1037 */
1038 if (new_level < 0)
1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1043 darkness = new_level;
1044 1015
1045 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1017 update_all_map_los (this);
1047 1018
1048 return 1; 1019 return 1;
1056 */ 1027 */
1057void 1028void
1058mapspace::update_ () 1029mapspace::update_ ()
1059{ 1030{
1060 object *last = 0; 1031 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE, anywhere = 0;
1033 sint8 light = 0;
1062 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;
1063 1035
1064 //object *middle = 0; 1036 //object *middle = 0;
1065 //object *top = 0; 1037 //object *top = 0;
1066 //object *floor = 0; 1038 //object *floor = 0;
1069 object *&middle = faces_obj[1] = 0; 1041 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1042 object *&floor = faces_obj[2] = 0;
1071 1043
1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1045 {
1074 /* This could be made additive I guess (two lights better than 1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 light = max (light, tmp->glow_radius); 1047 light += tmp->glow_radius;
1080 1048
1081 /* This call is needed in order to update objects the player 1049 /* This call is needed in order to update objects the player
1082 * is standing in that have animations (ie, grass, fire, etc). 1050 * is standing in that have animations (ie, grass, fire, etc).
1083 * However, it also causes the look window to be re-drawn 1051 * However, it also causes the look window to be re-drawn
1084 * 3 times each time the player moves, because many of the 1052 * 3 times each time the player moves, because many of the
1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1104 { 1072 {
1105 middle = tmp; 1073 middle = tmp;
1106 anywhere = 1; 1074 anywhere = 1;
1107 } 1075 }
1076
1108 /* Find the highest visible face around. If equal 1077 /* Find the highest visible face around. If equal
1109 * visibilities, we still want the one nearer to the 1078 * visibilities, we still want the one nearer to the
1110 * top 1079 * top
1111 */ 1080 */
1112 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1131 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1132 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1133 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1134 } 1103 }
1135 1104
1136 this->light = light; 1105 this->light = min (light, MAX_LIGHT_RADIUS);
1137 this->flags_ = flags; 1106 this->flags_ = flags;
1138 this->move_block = move_block & ~move_allow; 1107 this->move_block = move_block & ~move_allow;
1139 this->move_on = move_on; 1108 this->move_on = move_on;
1140 this->move_off = move_off; 1109 this->move_off = move_off;
1141 this->move_slow = move_slow; 1110 this->move_slow = move_slow;
1223 vol += op->volume (); 1192 vol += op->volume ();
1224 1193
1225 return vol; 1194 return vol;
1226} 1195}
1227 1196
1228bool 1197maptile *
1229maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1230{ 1199{
1231 if (!tile_path[dir]) 1200 if (tile_path[dir])
1232 return 0; 1201 {
1233
1234 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))
1235 return 1; 1203 return tile_map[dir];
1236 1204
1237 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1238 return 1; 1206 return tile_map[dir];
1207 }
1239 1208
1240 return 0; 1209 return 0;
1241} 1210}
1242 1211
1243/* this returns TRUE if the coordinates (x,y) are out of 1212/* this returns TRUE if the coordinates (x,y) are out of
1549 else 1518 else
1550 { 1519 {
1551 retval->distance_x += op2->x - x; 1520 retval->distance_x += op2->x - x;
1552 retval->distance_y += op2->y - y; 1521 retval->distance_y += op2->y - y;
1553 1522
1554 retval->part = NULL; 1523 retval->part = 0;
1555 retval->distance = idistance (retval->distance_x, retval->distance_y); 1524 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1556 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1557 } 1526 }
1558} 1527}
1559 1528
1560/* 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
1571 int dx, dy; 1540 int dx, dy;
1572 1541
1573 return adjacent_map (op1->map, op2->map, &dx, &dy); 1542 return adjacent_map (op1->map, op2->map, &dx, &dy);
1574} 1543}
1575 1544
1545//-GPL
1546
1576object * 1547object *
1577maptile::insert (object *op, int x, int y, object *originator, int flags) 1548maptile::insert (object *op, int x, int y, object *originator, int flags)
1578{ 1549{
1579 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);
1580} 1551}
1591 if (default_region) 1562 if (default_region)
1592 return default_region; 1563 return default_region;
1593 1564
1594 return ::region::default_region (); 1565 return ::region::default_region ();
1595} 1566}
1567
1568//+GPL
1596 1569
1597/* picks a random object from a style map. 1570/* picks a random object from a style map.
1598 */ 1571 */
1599object * 1572object *
1600maptile::pick_random_object (rand_gen &gen) const 1573maptile::pick_random_object (rand_gen &gen) const
1616 1589
1617 // instead of crashing in the unlikely(?) case, try to return *something* 1590 // instead of crashing in the unlikely(?) case, try to return *something*
1618 return archetype::find ("bug"); 1591 return archetype::find ("bug");
1619} 1592}
1620 1593
1594//-GPL
1595
1621void 1596void
1622maptile::play_sound (faceidx sound, int x, int y) const 1597maptile::play_sound (faceidx sound, int x, int y) const
1623{ 1598{
1624 if (!sound) 1599 if (!sound)
1625 return; 1600 return;
1626 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{
1627 for_all_players (pl) 1618 for_all_players (pl)
1628 if (pl->ob->map == this)
1629 if (client *ns = pl->ns) 1619 if (client *ns = pl->ns)
1630 { 1620 {
1631 int dx = x - pl->ob->x; 1621 int dx = x - pl->ob->x;
1632 int dy = y - pl->ob->y; 1622 int dy = y - pl->ob->y;
1633 1623
1634 int distance = idistance (dx, dy); 1624 int distance = idistance (dx, dy);
1635 1625
1636 if (distance <= MAX_SOUND_DISTANCE) 1626 if (distance <= MAX_SOUND_DISTANCE)
1637 ns->play_sound (sound, dx, dy); 1627 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1638 } 1628 }
1639} 1629}
1640 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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