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Comparing deliantra/server/common/map.C (file contents):
Revision 1.214 by root, Sun May 8 11:32:12 2011 UTC vs.
Revision 1.216 by root, Sun May 8 21:51:26 2011 UTC

543 *q = '\0'; 543 *q = '\0';
544 544
545 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
546 if (current_type) 546 if (current_type)
547 { 547 {
548 items[i].name = current_type->name; 548 items[i].name = current_type->name;
549 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
550 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
551 } 551 }
552 else 552 else
553 { /* oh uh, something's wrong, let's free up this one, and try 553 { /* oh uh, something's wrong, let's free up this one, and try
1249 return tile_map [dir]; 1249 return tile_map [dir];
1250 1250
1251 if (tile_path [dir]) 1251 if (tile_path [dir])
1252 { 1252 {
1253 // well, try to locate it then, if possible - maybe it's there already 1253 // well, try to locate it then, if possible - maybe it's there already
1254 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1254 if (maptile *m = find_async (tile_path [dir], this, load)) 1256 if (maptile *m = find_async (tile_path [dir], this, load))
1255 { 1257 {
1256 bool mismatch = false; 1258 bool mismatch = false;
1257 1259
1258 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN) 1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1267 { 1269 {
1268 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n", 1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1269 dir, &path, &m->path); 1271 dir, &path, &m->path);
1270 m = 0; 1272 m = 0;
1271 } 1273 }
1272 1274 else if (0)//D
1275 {
1273 // as an optimisation, link us against the other map if the other map 1276 // as an optimisation, link us against the other map if the other map
1274 // has us as neighbour, which is very common, but not guaranteed. 1277 // has us as neighbour, which is very common, but not guaranteed.
1275 int dir2 = REVERSE_TILE_DIR (dir); 1278 int dir2 = REVERSE_TILE_DIR (dir);
1276 1279
1277 if (m->tile_path [dir2] == path) 1280 if (m->tile_path [dir2] == path)
1278 m->tile_map [dir2] = this; 1281 m->tile_map [dir2] = this;
1282 }
1279 1283
1280 // this could be optimised endlessly
1281 //m->activate_physics ();
1282 1284
1283 return tile_map [dir] = m; 1285 return tile_map [dir] = m;
1284 } 1286 }
1285 } 1287 }
1286 1288
1726 if (x1 > m->width) 1728 if (x1 > m->width)
1727 { 1729 {
1728 if (maptile *tile = m->tile_available (TILE_EAST, 1)) 1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1729 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1731 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1730 1732
1731 if (x0 > m->width) // entirely to the right 1733 if (x0 >= m->width) // entirely to the right
1732 return; 1734 return;
1733 1735
1734 x1 = m->width; 1736 x1 = m->width;
1735 } 1737 }
1736 1738
1737 // clip to map above 1739 // clip to map to the north
1738 if (y0 < 0) 1740 if (y0 < 0)
1739 { 1741 {
1740 if (maptile *tile = m->tile_available (TILE_NORTH, 1)) 1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1741 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1743 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1742 1744
1743 if (y1 < 0) // entirely above 1745 if (y1 < 0) // entirely to the north
1744 return; 1746 return;
1745 1747
1746 y0 = 0; 1748 y0 = 0;
1747 } 1749 }
1748 1750
1749 // clip to map below 1751 // clip to map to the south
1750 if (y1 > m->height) 1752 if (y1 > m->height)
1751 { 1753 {
1752 if (maptile *tile = m->tile_available (TILE_SOUTH, 1)) 1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1753 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1755 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1754 1756
1755 if (y0 > m->height) // entirely below 1757 if (y0 >= m->height) // entirely to the south
1756 return; 1758 return;
1757 1759
1758 y1 = m->height; 1760 y1 = m->height;
1759 } 1761 }
1760 1762

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