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Comparing deliantra/server/common/map.C (file contents):
Revision 1.188 by root, Fri Apr 16 02:32:25 2010 UTC vs.
Revision 1.201 by root, Sat Jul 10 21:07:47 2010 UTC

77 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
78 * have already checked this. 78 * have already checked this.
79 */ 79 */
80 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
81 { 81 {
82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
83 return 1; 83 return 1;
84 } 84 }
85 85
86 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
87 87
90 90
91 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
92 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
93 * things we need to do for players. 93 * things we need to do for players.
94 */ 94 */
95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
96 return 0; 96 return 0;
97 97
98 /* if there isn't anything alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
99 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
100 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
110 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
111 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
112 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
113 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
114 */ 114 */
115 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
116 { 116 {
117 if (OB_MOVE_BLOCK (ob, tmp)) 117 if (OB_MOVE_BLOCK (ob, tmp))
118 { 118 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0)) 120 if (RESULT_INT (0))
144 return 1; // unconditional block 144 return 1; // unconditional block
145 145
146 } else { 146 } else {
147 // space does not block the ob, directly, but 147 // space does not block the ob, directly, but
148 // anything alive that is not a door still 148 // anything alive that is not a door still
149 // blocks anything but wizards. 149 // blocks anything
150 150
151 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
152 && tmp->head_ () != ob
153 && tmp != ob
154 && tmp->type != DOOR) 152 && tmp->type != DOOR
153 && tmp->head_ () != ob) //TODO: maybe move these check up?
155 return 1; 154 return 1;
156 } 155 }
157 } 156 }
158 157
159 return 0; 158 return 0;
160} 159}
161 160
162/* 161/*
163 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
164 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
165 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
166 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
167 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
168 * 167 *
312 case KW_arch: 311 case KW_arch:
313 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
314 { 313 {
315 // TODO: why? 314 // TODO: why?
316 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
317 op->update_weight (); 318 op->update_weight ();
319 }
318 320
319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 { 322 {
321 // we insert manually because 323 // we insert manually because
322 // a) its way faster 324 // a) its way faster
560 * the map (or something equivilent) into output_string. */ 562 * the map (or something equivilent) into output_string. */
561static const char * 563static const char *
562print_shop_string (maptile *m) 564print_shop_string (maptile *m)
563{ 565{
564 static dynbuf_text buf; buf.clear (); 566 static dynbuf_text buf; buf.clear ();
567 bool first = true;
565 568
566 for (int i = 0; i < m->shopitems[0].index; i++) 569 for (int i = 0; i < m->shopitems[0].index; i++)
567 { 570 {
571 if (!first)
572 buf << ';';
573
574 first = false;
575
568 if (m->shopitems[i].typenum) 576 if (m->shopitems[i].typenum)
569 { 577 {
570 if (m->shopitems[i].strength) 578 if (m->shopitems[i].strength)
571 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 579 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
572 else 580 else
573 buf.printf ("%s;", m->shopitems[i].name); 581 buf.printf ("%s", m->shopitems[i].name);
574 } 582 }
575 else 583 else
576 { 584 {
577 if (m->shopitems[i].strength) 585 if (m->shopitems[i].strength)
578 buf.printf ("*:%d;", m->shopitems[i].strength); 586 buf.printf ("*:%d", m->shopitems[i].strength);
579 else 587 else
580 buf.printf ("*"); 588 buf.printf ("*");
581 } 589 }
582 } 590 }
583 591
606 { 614 {
607 case KW_msg: 615 case KW_msg:
608 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
609 break; 617 break;
610 618
611 case KW_lore: // CF+ extension 619 case KW_lore: // deliantra extension
612 thawer.get_ml (KW_endlore, maplore); 620 thawer.get_ml (KW_endlore, maplore);
613 break; 621 break;
614 622
615 case KW_maplore: 623 case KW_maplore:
616 thawer.get_ml (KW_endmaplore, maplore); 624 thawer.get_ml (KW_endmaplore, maplore);
639 case KW_per_player: thawer.get (per_player); break; 647 case KW_per_player: thawer.get (per_player); break;
640 case KW_per_party: thawer.get (per_party); break; 648 case KW_per_party: thawer.get (per_party); break;
641 case KW_no_reset: thawer.get (no_reset); break; 649 case KW_no_reset: thawer.get (no_reset); break;
642 case KW_no_drop: thawer.get (no_drop); break; 650 case KW_no_drop: thawer.get (no_drop); break;
643 651
644 case KW_region: default_region = region::find (thawer.get_str ()); break; 652 case KW_region: thawer.get (default_region); break;
645 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 653 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
646 654
647 // old names new names 655 // old names new names
648 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 656 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
649 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 657 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
1309/** 1317/**
1310 * Return whether map2 is adjacent to map1. If so, store the distance from 1318 * Return whether map2 is adjacent to map1. If so, store the distance from
1311 * map1 to map2 in dx/dy. 1319 * map1 to map2 in dx/dy.
1312 */ 1320 */
1313int 1321int
1314adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1322adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1315{ 1323{
1316 if (!map1 || !map2) 1324 if (!map1 || !map2)
1317 return 0; 1325 return 0;
1318 1326
1319 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1327 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1321 if (map1 == map2) 1329 if (map1 == map2)
1322 { 1330 {
1323 *dx = 0; 1331 *dx = 0;
1324 *dy = 0; 1332 *dy = 0;
1325 } 1333 }
1326 else if (map1->tile_map[0] == map2) 1334 else if (map1->tile_available (0, false) == map2)
1327 { /* up */ 1335 { /* up */
1328 *dx = 0; 1336 *dx = 0;
1329 *dy = -map2->height; 1337 *dy = -map2->height;
1330 } 1338 }
1331 else if (map1->tile_map[1] == map2) 1339 else if (map1->tile_available (1, false) == map2)
1332 { /* right */ 1340 { /* right */
1333 *dx = map1->width; 1341 *dx = map1->width;
1334 *dy = 0; 1342 *dy = 0;
1335 } 1343 }
1336 else if (map1->tile_map[2] == map2) 1344 else if (map1->tile_available (2, false) == map2)
1337 { /* down */ 1345 { /* down */
1338 *dx = 0; 1346 *dx = 0;
1339 *dy = map1->height; 1347 *dy = map1->height;
1340 } 1348 }
1341 else if (map1->tile_map[3] == map2) 1349 else if (map1->tile_available (3, false) == map2)
1342 { /* left */ 1350 { /* left */
1343 *dx = -map2->width; 1351 *dx = -map2->width;
1344 *dy = 0; 1352 *dy = 0;
1345 } 1353 }
1346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1347 { /* up right */ 1355 { /* up right */
1348 *dx = map1->tile_map[0]->width; 1356 *dx = map1->tile_map[0]->width;
1349 *dy = -map1->tile_map[0]->height; 1357 *dy = -map1->tile_map[0]->height;
1350 } 1358 }
1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1359 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
1352 { /* up left */ 1360 { /* up left */
1353 *dx = -map2->width; 1361 *dx = -map2->width;
1354 *dy = -map1->tile_map[0]->height; 1362 *dy = -map1->tile_map[0]->height;
1355 } 1363 }
1356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
1357 { /* right up */ 1365 { /* right up */
1358 *dx = map1->width; 1366 *dx = map1->width;
1359 *dy = -map2->height; 1367 *dy = -map2->height;
1360 } 1368 }
1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1369 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
1362 { /* right down */ 1370 { /* right down */
1363 *dx = map1->width; 1371 *dx = map1->width;
1364 *dy = map1->tile_map[1]->height; 1372 *dy = map1->tile_map[1]->height;
1365 } 1373 }
1366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1367 { /* down right */ 1375 { /* down right */
1368 *dx = map1->tile_map[2]->width; 1376 *dx = map1->tile_map[2]->width;
1369 *dy = map1->height; 1377 *dy = map1->height;
1370 } 1378 }
1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1379 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
1372 { /* down left */ 1380 { /* down left */
1373 *dx = -map2->width; 1381 *dx = -map2->width;
1374 *dy = map1->height; 1382 *dy = map1->height;
1375 } 1383 }
1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1377 { /* left up */ 1385 { /* left up */
1378 *dx = -map1->tile_map[3]->width; 1386 *dx = -map1->tile_map[3]->width;
1379 *dy = -map2->height; 1387 *dy = -map2->height;
1380 } 1388 }
1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1389 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1382 { /* left down */ 1390 { /* left down */
1383 *dx = -map1->tile_map[3]->width; 1391 *dx = -map1->tile_map[3]->width;
1384 *dy = map1->tile_map[3]->height; 1392 *dy = map1->tile_map[3]->height;
1385 } 1393 }
1386 else 1394 else
1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags) 1438get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1431{ 1439{
1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1440 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1433 { 1441 {
1434 /* be conservative and fill in _some_ data */ 1442 /* be conservative and fill in _some_ data */
1435 retval->distance = 10000; 1443 retval->distance = 10000;
1436 retval->distance_x = 10000; 1444 retval->distance_x = 10000;
1437 retval->distance_y = 10000; 1445 retval->distance_y = 10000;
1438 retval->direction = 0; 1446 retval->direction = 0;
1439 retval->part = 0; 1447 retval->part = 0;
1440 } 1448 }
1441 else 1449 else
1442 { 1450 {
1443 retval->distance_x += op2->x - op1->x; 1451 retval->distance_x += op2->x - op1->x;
1444 retval->distance_y += op2->y - op1->y; 1452 retval->distance_y += op2->y - op1->y;
1446 object *best = op1; 1454 object *best = op1;
1447 1455
1448 /* If this is multipart, find the closest part now */ 1456 /* If this is multipart, find the closest part now */
1449 if (!(flags & 1) && op1->more) 1457 if (!(flags & 1) && op1->more)
1450 { 1458 {
1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1459 int best_distance = idistance (retval->distance_x, retval->distance_y);
1452 1460
1453 /* we just take the offset of the piece to head to figure 1461 /* we just take the offset of the piece to head to figure
1454 * distance instead of doing all that work above again 1462 * distance instead of doing all that work above again
1455 * since the distance fields we set above are positive in the 1463 * since the distance fields we set above are positive in the
1456 * same axis as is used for multipart objects, the simply arithmetic 1464 * same axis as is used for multipart objects, the simply arithmetic
1457 * below works. 1465 * below works.
1458 */ 1466 */
1459 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1467 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1460 { 1468 {
1461 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1469 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1462 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1470
1463 if (tmpi < best_distance) 1471 if (tmpi < best_distance)
1464 { 1472 {
1465 best_distance = tmpi; 1473 best_distance = tmpi;
1466 best = tmp; 1474 best = tmp;
1467 } 1475 }
1468 } 1476 }
1469 1477
1470 if (best != op1) 1478 if (best != op1)
1471 { 1479 {
1472 retval->distance_x += op1->x - best->x; 1480 retval->distance_x += op1->x - best->x;
1473 retval->distance_y += op1->y - best->y; 1481 retval->distance_y += op1->y - best->y;
1474 } 1482 }
1475 } 1483 }
1476 1484
1477 retval->part = best; 1485 retval->part = best;
1478 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1486 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1479 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1487 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1480 } 1488 }
1481} 1489}
1482 1490
1483/* this is basically the same as get_rangevector above, but instead of 1491/* this is basically the same as get_rangevector above, but instead of
1484 * the first parameter being an object, it instead is the map 1492 * the first parameter being an object, it instead is the map
1489 * be more consistant with the above function and also in case they are needed 1497 * be more consistant with the above function and also in case they are needed
1490 * for something in the future. Also, since no object is pasted, the best 1498 * for something in the future. Also, since no object is pasted, the best
1491 * field of the rv_vector is set to NULL. 1499 * field of the rv_vector is set to NULL.
1492 */ 1500 */
1493void 1501void
1494get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1502get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1495{ 1503{
1496 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1504 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1497 { 1505 {
1498 /* be conservative and fill in _some_ data */ 1506 /* be conservative and fill in _some_ data */
1499 retval->distance = 100000; 1507 retval->distance = 100000;
1500 retval->distance_x = 32767; 1508 retval->distance_x = 32767;
1501 retval->distance_y = 32767; 1509 retval->distance_y = 32767;
1502 retval->direction = 0; 1510 retval->direction = 0;
1503 retval->part = 0; 1511 retval->part = 0;
1504 } 1512 }
1505 else 1513 else
1506 { 1514 {
1507 retval->distance_x += op2->x - x; 1515 retval->distance_x += op2->x - x;
1508 retval->distance_y += op2->y - y; 1516 retval->distance_y += op2->y - y;
1509 1517
1510 retval->part = 0; 1518 retval->part = 0;
1511 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1519 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1512 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1520 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1513 } 1521 }
1514} 1522}
1515 1523
1516/* Returns true of op1 and op2 are effectively on the same map 1524/* Returns true of op1 and op2 are effectively on the same map
1517 * (as related to map tiling). Note that this looks for a path from 1525 * (as related to map tiling). Note that this looks for a path from

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