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Comparing deliantra/server/common/map.C (file contents):
Revision 1.72 by root, Sat Jan 13 23:06:12 2007 UTC vs.
Revision 1.78 by root, Fri Jan 19 17:50:10 2007 UTC

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 */
1109void 1110void
1110mapspace::update_ () 1111mapspace::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;
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

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