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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 1.203 by root, Sat Apr 23 04:56:46 2011 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
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;
657 665
658 case KW_tile_path_1: thawer.get (tile_path [0]); break; 666 case KW_tile_path_1: thawer.get (tile_path [0]); break;
659 case KW_tile_path_2: thawer.get (tile_path [1]); break; 667 case KW_tile_path_2: thawer.get (tile_path [1]); break;
660 case KW_tile_path_3: thawer.get (tile_path [2]); break; 668 case KW_tile_path_3: thawer.get (tile_path [2]); break;
661 case KW_tile_path_4: thawer.get (tile_path [3]); break; 669 case KW_tile_path_4: thawer.get (tile_path [3]); break;
670 case KW_tile_path_5: thawer.get (tile_path [4]); break;
671 case KW_tile_path_6: thawer.get (tile_path [5]); break;
662 672
663 case KW_ERROR: 673 case KW_ERROR:
664 set_key_text (thawer.kw_str, thawer.value); 674 set_key_text (thawer.kw_str, thawer.value);
665 break; 675 break;
666 676
749 759
750 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 760 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
751 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 761 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
752 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 762 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 763 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
764 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
765 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
754 766
755 freezer.put (this); 767 freezer.put (this);
756 freezer.put (KW(end)); 768 freezer.put (KW(end));
757 769
758 return true; 770 return true;
815 msg = 0; 827 msg = 0;
816 maplore = 0; 828 maplore = 0;
817 shoprace = 0; 829 shoprace = 0;
818 delete [] shopitems, shopitems = 0; 830 delete [] shopitems, shopitems = 0;
819 831
820 for (int i = 0; i < 4; i++) 832 for (int i = 0; i < TILE_NUM; i++)
821 tile_path [i] = 0; 833 tile_path [i] = 0;
822} 834}
823 835
824maptile::~maptile () 836maptile::~maptile ()
825{ 837{
1185maptile * 1197maptile *
1186maptile::tile_available (int dir, bool load) 1198maptile::tile_available (int dir, bool load)
1187{ 1199{
1188 if (tile_path[dir]) 1200 if (tile_path[dir])
1189 { 1201 {
1202 // map is there and we don't need to load it OR it's loaded => return what we have
1190 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1203 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1191 return tile_map[dir]; 1204 return tile_map[dir];
1192 1205
1206 // well, try to locate it then, if possible - maybe it's there already
1193 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1207 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1194 return tile_map[dir]; 1208 return tile_map[dir];
1195 } 1209 }
1196 1210
1197 return 0; 1211 return 0;
1309/** 1323/**
1310 * Return whether map2 is adjacent to map1. If so, store the distance from 1324 * Return whether map2 is adjacent to map1. If so, store the distance from
1311 * map1 to map2 in dx/dy. 1325 * map1 to map2 in dx/dy.
1312 */ 1326 */
1313int 1327int
1314adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1328adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1315{ 1329{
1316 if (!map1 || !map2) 1330 if (!map1 || !map2)
1317 return 0; 1331 return 0;
1318 1332
1319 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1333 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1321 if (map1 == map2) 1335 if (map1 == map2)
1322 { 1336 {
1323 *dx = 0; 1337 *dx = 0;
1324 *dy = 0; 1338 *dy = 0;
1325 } 1339 }
1326 else if (map1->tile_map[0] == map2) 1340 else if (map1->tile_available (TILE_NORTH, false) == map2)
1327 { /* up */ 1341 {
1328 *dx = 0; 1342 *dx = 0;
1329 *dy = -map2->height; 1343 *dy = -map2->height;
1330 } 1344 }
1331 else if (map1->tile_map[1] == map2) 1345 else if (map1->tile_available (TILE_EAST , false) == map2)
1332 { /* right */ 1346 {
1333 *dx = map1->width; 1347 *dx = map1->width;
1334 *dy = 0; 1348 *dy = 0;
1335 } 1349 }
1336 else if (map1->tile_map[2] == map2) 1350 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1337 { /* down */ 1351 {
1338 *dx = 0; 1352 *dx = 0;
1339 *dy = map1->height; 1353 *dy = map1->height;
1340 } 1354 }
1341 else if (map1->tile_map[3] == map2) 1355 else if (map1->tile_available (TILE_WEST , false) == map2)
1342 { /* left */ 1356 {
1343 *dx = -map2->width; 1357 *dx = -map2->width;
1344 *dy = 0; 1358 *dy = 0;
1345 } 1359 }
1346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1360 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1347 { /* up right */ 1361 { /* up right */
1348 *dx = map1->tile_map[0]->width; 1362 *dx = +map1->tile_map[TILE_NORTH]->width;
1349 *dy = -map1->tile_map[0]->height; 1363 *dy = -map1->tile_map[TILE_NORTH]->height;
1350 } 1364 }
1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1365 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1352 { /* up left */ 1366 { /* up left */
1353 *dx = -map2->width; 1367 *dx = -map2->width;
1354 *dy = -map1->tile_map[0]->height; 1368 *dy = -map1->tile_map[TILE_NORTH]->height;
1355 } 1369 }
1356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1370 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1357 { /* right up */ 1371 { /* right up */
1358 *dx = map1->width; 1372 *dx = +map1->width;
1359 *dy = -map2->height; 1373 *dy = -map2->height;
1360 } 1374 }
1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1375 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1362 { /* right down */ 1376 { /* right down */
1363 *dx = map1->width; 1377 *dx = +map1->width;
1364 *dy = map1->tile_map[1]->height; 1378 *dy = +map1->tile_map[TILE_EAST]->height;
1365 } 1379 }
1366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1380 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1367 { /* down right */ 1381 { /* down right */
1368 *dx = map1->tile_map[2]->width; 1382 *dx = +map1->tile_map[TILE_SOUTH]->width;
1369 *dy = map1->height; 1383 *dy = +map1->height;
1370 } 1384 }
1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1385 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1372 { /* down left */ 1386 { /* down left */
1373 *dx = -map2->width; 1387 *dx = -map2->width;
1374 *dy = map1->height; 1388 *dy = +map1->height;
1375 } 1389 }
1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1390 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1377 { /* left up */ 1391 { /* left up */
1378 *dx = -map1->tile_map[3]->width; 1392 *dx = -map1->tile_map[TILE_WEST]->width;
1379 *dy = -map2->height; 1393 *dy = -map2->height;
1380 } 1394 }
1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1395 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1382 { /* left down */ 1396 { /* left down */
1383 *dx = -map1->tile_map[3]->width; 1397 *dx = -map1->tile_map[TILE_WEST]->width;
1384 *dy = map1->tile_map[3]->height; 1398 *dy = +map1->tile_map[TILE_WEST]->height;
1385 } 1399 }
1386 else 1400 else
1387 return 0; 1401 return 0;
1388 1402
1389 return 1; 1403 return 1;
1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags) 1444get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1431{ 1445{
1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1446 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1433 { 1447 {
1434 /* be conservative and fill in _some_ data */ 1448 /* be conservative and fill in _some_ data */
1435 retval->distance = 10000; 1449 retval->distance = 10000;
1436 retval->distance_x = 10000; 1450 retval->distance_x = 10000;
1437 retval->distance_y = 10000; 1451 retval->distance_y = 10000;
1438 retval->direction = 0; 1452 retval->direction = 0;
1439 retval->part = 0; 1453 retval->part = 0;
1440 } 1454 }
1441 else 1455 else
1442 { 1456 {
1443 retval->distance_x += op2->x - op1->x; 1457 retval->distance_x += op2->x - op1->x;
1444 retval->distance_y += op2->y - op1->y; 1458 retval->distance_y += op2->y - op1->y;
1446 object *best = op1; 1460 object *best = op1;
1447 1461
1448 /* If this is multipart, find the closest part now */ 1462 /* If this is multipart, find the closest part now */
1449 if (!(flags & 1) && op1->more) 1463 if (!(flags & 1) && op1->more)
1450 { 1464 {
1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1465 int best_distance = idistance (retval->distance_x, retval->distance_y);
1452 1466
1453 /* we just take the offset of the piece to head to figure 1467 /* we just take the offset of the piece to head to figure
1454 * distance instead of doing all that work above again 1468 * distance instead of doing all that work above again
1455 * since the distance fields we set above are positive in the 1469 * since the distance fields we set above are positive in the
1456 * same axis as is used for multipart objects, the simply arithmetic 1470 * same axis as is used for multipart objects, the simply arithmetic
1457 * below works. 1471 * below works.
1458 */ 1472 */
1459 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1473 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1460 { 1474 {
1461 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1475 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); 1476
1463 if (tmpi < best_distance) 1477 if (tmpi < best_distance)
1464 { 1478 {
1465 best_distance = tmpi; 1479 best_distance = tmpi;
1466 best = tmp; 1480 best = tmp;
1467 } 1481 }
1468 } 1482 }
1469 1483
1470 if (best != op1) 1484 if (best != op1)
1471 { 1485 {
1472 retval->distance_x += op1->x - best->x; 1486 retval->distance_x += op1->x - best->x;
1473 retval->distance_y += op1->y - best->y; 1487 retval->distance_y += op1->y - best->y;
1474 } 1488 }
1475 } 1489 }
1476 1490
1477 retval->part = best; 1491 retval->part = best;
1478 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1492 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1479 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1493 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1480 } 1494 }
1481} 1495}
1482 1496
1483/* this is basically the same as get_rangevector above, but instead of 1497/* this is basically the same as get_rangevector above, but instead of
1484 * the first parameter being an object, it instead is the map 1498 * 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 1503 * 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 1504 * for something in the future. Also, since no object is pasted, the best
1491 * field of the rv_vector is set to NULL. 1505 * field of the rv_vector is set to NULL.
1492 */ 1506 */
1493void 1507void
1494get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1508get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1495{ 1509{
1496 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1510 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1497 { 1511 {
1498 /* be conservative and fill in _some_ data */ 1512 /* be conservative and fill in _some_ data */
1499 retval->distance = 100000; 1513 retval->distance = 100000;
1500 retval->distance_x = 32767; 1514 retval->distance_x = 32767;
1501 retval->distance_y = 32767; 1515 retval->distance_y = 32767;
1502 retval->direction = 0; 1516 retval->direction = 0;
1503 retval->part = 0; 1517 retval->part = 0;
1504 } 1518 }
1505 else 1519 else
1506 { 1520 {
1507 retval->distance_x += op2->x - x; 1521 retval->distance_x += op2->x - x;
1508 retval->distance_y += op2->y - y; 1522 retval->distance_y += op2->y - y;
1509 1523
1510 retval->part = 0; 1524 retval->part = 0;
1511 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1525 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1512 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1526 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1513 } 1527 }
1514} 1528}
1515 1529
1516/* Returns true of op1 and op2 are effectively on the same map 1530/* 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 1531 * (as related to map tiling). Note that this looks for a path from
1621split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1635split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1622{ 1636{
1623 // clip to map to the left 1637 // clip to map to the left
1624 if (x0 < 0) 1638 if (x0 < 0)
1625 { 1639 {
1626 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1640 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1627 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1641 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1628 1642
1629 if (x1 < 0) // entirely to the left 1643 if (x1 < 0) // entirely to the left
1630 return; 1644 return;
1631 1645
1633 } 1647 }
1634 1648
1635 // clip to map to the right 1649 // clip to map to the right
1636 if (x1 > m->width) 1650 if (x1 > m->width)
1637 { 1651 {
1638 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1652 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1639 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1653 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1640 1654
1641 if (x0 > m->width) // entirely to the right 1655 if (x0 > m->width) // entirely to the right
1642 return; 1656 return;
1643 1657
1645 } 1659 }
1646 1660
1647 // clip to map above 1661 // clip to map above
1648 if (y0 < 0) 1662 if (y0 < 0)
1649 { 1663 {
1650 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1664 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1651 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1665 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1652 1666
1653 if (y1 < 0) // entirely above 1667 if (y1 < 0) // entirely above
1654 return; 1668 return;
1655 1669
1657 } 1671 }
1658 1672
1659 // clip to map below 1673 // clip to map below
1660 if (y1 > m->height) 1674 if (y1 > m->height)
1661 { 1675 {
1662 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1676 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1663 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1677 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1664 1678
1665 if (y0 > m->height) // entirely below 1679 if (y0 > m->height) // entirely below
1666 return; 1680 return;
1667 1681

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