1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your 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 GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
27 | |
27 | |
28 | #include <loader.h> |
28 | #include <loader.h> |
… | |
… | |
228 | |
228 | |
229 | } |
229 | } |
230 | return 0; |
230 | return 0; |
231 | } |
231 | } |
232 | |
232 | |
233 | |
|
|
234 | /* |
233 | /* |
235 | * Returns true if the given object can't fit in the given spot. |
234 | * Returns true if the given object can't fit in the given spot. |
236 | * This is meant for multi space objects - for single space objecs, |
235 | * This is meant for multi space objects - for single space objecs, |
237 | * just calling get_map_blocked and checking that against movement type |
236 | * just calling get_map_blocked and checking that against movement type |
238 | * of object. This function goes through all the parts of the |
237 | * of object. This function goes through all the parts of the |
… | |
… | |
498 | if (!spaces) |
497 | if (!spaces) |
499 | return false; |
498 | return false; |
500 | |
499 | |
501 | for (int i = 0; i < size (); ++i) |
500 | for (int i = 0; i < size (); ++i) |
502 | { |
501 | { |
|
|
502 | #if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D |
503 | if (cede_count >= 500) |
503 | if (cede_count >= 500) |
504 | { |
504 | { |
505 | cede_count = 0; |
505 | cede_count = 0; |
506 | coroapi::cede (); |
506 | coroapi::cede (); |
507 | } |
507 | } |
|
|
508 | #endif |
508 | |
509 | |
509 | int unique = 0; |
510 | int unique = 0; |
510 | for (object *op = spaces [i].bot; op; op = op->above) |
511 | for (object *op = spaces [i].bot; op; op = op->above) |
511 | { |
512 | { |
512 | // count per-object, but cede only when modification-safe |
513 | // count per-object, but cede only when modification-safe |
… | |
… | |
1108 | */ |
1109 | */ |
1109 | void |
1110 | void |
1110 | mapspace::update_ () |
1111 | mapspace::update_ () |
1111 | { |
1112 | { |
1112 | object *tmp, *last = 0; |
1113 | object *tmp, *last = 0; |
1113 | uint8 flags = 0, light = 0, anywhere = 0; |
1114 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1114 | New_Face *top, *floor, *middle; |
1115 | facetile *top, *floor, *middle; |
1115 | object *top_obj, *floor_obj, *middle_obj; |
1116 | object *top_obj, *floor_obj, *middle_obj; |
1116 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1117 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1117 | |
1118 | |
1118 | middle = blank_face; |
1119 | middle = blank_face; |
1119 | top = blank_face; |
1120 | top = blank_face; |
… | |
… | |
1549 | /* From map.c |
1550 | /* From map.c |
1550 | * This is used by get_player to determine where the other |
1551 | * This is used by get_player to determine where the other |
1551 | * creature is. get_rangevector takes into account map tiling, |
1552 | * creature is. get_rangevector takes into account map tiling, |
1552 | * so you just can not look the the map coordinates and get the |
1553 | * so you just can not look the the map coordinates and get the |
1553 | * righte value. distance_x/y are distance away, which |
1554 | * righte value. distance_x/y are distance away, which |
1554 | * can be negativbe. direction is the crossfire direction scheme |
1555 | * can be negative. direction is the crossfire direction scheme |
1555 | * that the creature should head. part is the part of the |
1556 | * that the creature should head. part is the part of the |
1556 | * monster that is closest. |
1557 | * monster that is closest. |
1557 | * |
1558 | * |
1558 | * get_rangevector looks at op1 and op2, and fills in the |
1559 | * get_rangevector looks at op1 and op2, and fills in the |
1559 | * structure for op1 to get to op2. |
1560 | * structure for op1 to get to op2. |
… | |
… | |
1606 | { |
1607 | { |
1607 | best_distance = tmpi; |
1608 | best_distance = tmpi; |
1608 | best = tmp; |
1609 | best = tmp; |
1609 | } |
1610 | } |
1610 | } |
1611 | } |
|
|
1612 | |
1611 | if (best != op1) |
1613 | if (best != op1) |
1612 | { |
1614 | { |
1613 | retval->distance_x += op1->x - best->x; |
1615 | retval->distance_x += op1->x - best->x; |
1614 | retval->distance_y += op1->y - best->y; |
1616 | retval->distance_y += op1->y - best->y; |
1615 | } |
1617 | } |
1616 | } |
1618 | } |
|
|
1619 | |
1617 | retval->part = best; |
1620 | retval->part = best; |
1618 | retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); |
1621 | retval->distance = idistance (retval->distance_x, retval->distance_y); |
1619 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1622 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1620 | } |
1623 | } |
1621 | } |
1624 | } |
1622 | |
1625 | |
1623 | /* this is basically the same as get_rangevector above, but instead of |
1626 | /* this is basically the same as get_rangevector above, but instead of |
… | |
… | |
1647 | { |
1650 | { |
1648 | retval->distance_x += op2->x - x; |
1651 | retval->distance_x += op2->x - x; |
1649 | retval->distance_y += op2->y - y; |
1652 | retval->distance_y += op2->y - y; |
1650 | |
1653 | |
1651 | retval->part = NULL; |
1654 | retval->part = NULL; |
1652 | retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); |
1655 | retval->distance = idistance (retval->distance_x, retval->distance_y); |
1653 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1656 | retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); |
1654 | } |
1657 | } |
1655 | } |
1658 | } |
1656 | |
1659 | |
1657 | /* Returns true of op1 and op2 are effectively on the same map |
1660 | /* Returns true of op1 and op2 are effectively on the same map |