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Comparing deliantra/server/common/map.C (file contents):
Revision 1.184 by root, Sun Apr 11 00:34:05 2010 UTC vs.
Revision 1.190 by root, Sun Apr 18 05:55:04 2010 UTC

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 *
422 return false; 421 return false;
423 422
424 return freezer.save (path); 423 return freezer.save (path);
425} 424}
426 425
427maptile::maptile () 426void
427maptile::init ()
428{ 428{
429 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
430 430
431 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
432 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
433 */ 433 */
434 width = 16; 434 width = 16;
435 height = 16; 435 height = 16;
436 timeout = 300; 436 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION; 437 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
439}
440
441maptile::maptile (int w, int h)
442{
443 in_memory = MAP_SWAPPED;
444
445 width = w;
446 height = h;
447 reset_timeout = 0; 439 reset_timeout = 0;
448 timeout = 300;
449 enter_x = 0; 440 enter_x = 0;
450 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
451 455
452 alloc (); 456 alloc ();
453} 457}
454 458
455/* 459/*
662 case KW_end: 666 case KW_end:
663 thawer.next (); 667 thawer.next ();
664 return true; 668 return true;
665 669
666 default: 670 default:
667 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
668 return false; 672 return false;
669 break; 673 break;
670 } 674 }
671 675
672 thawer.next (); 676 thawer.next ();
1420 * 1424 *
1421 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1422 * closest body part of 'op1' 1426 * closest body part of 'op1'
1423 */ 1427 */
1424void 1428void
1425get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1426{ 1430{
1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1428 { 1432 {
1429 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1430 retval->distance = 10000; 1434 retval->distance = 10000;
1431 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1432 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1433 retval->direction = 0; 1437 retval->direction = 0;
1434 retval->part = 0; 1438 retval->part = 0;
1435 } 1439 }
1436 else 1440 else
1437 { 1441 {
1438 object *best;
1439
1440 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1441 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1442 1444
1443 best = op1; 1445 object *best = op1;
1446
1444 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1445 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1446 { 1449 {
1447 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1448 1451
1449 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1450 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1563 */ 1566 */
1564 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1565 { 1568 {
1566 object *pick = at (gen (width), gen (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1567 1570
1568 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1569 if (pick && pick->is_head ()) 1572 if (pick && pick->is_head ())
1570 return pick->head_ (); 1573 return pick;
1571 } 1574 }
1572 1575
1573 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1574 return archetype::find (shstr_bug); 1577 return archetype::find (shstr_bug);
1575} 1578}

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