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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 1.195 by root, Wed Apr 21 06:42:33 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 *
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 = idistance (retval->distance_x, retval->distance_y);
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
1451 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1452 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1453 * below works. 1456 * below works.
1454 */ 1457 */
1455 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1456 { 1459 {
1457 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1458 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1459 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1460 { 1463 {
1461 best_distance = tmpi; 1464 best_distance = tmpi;
1462 best = tmp; 1465 best = tmp;
1463 } 1466 }
1464 } 1467 }
1465 1468
1466 if (best != op1) 1469 if (best != op1)
1467 { 1470 {
1468 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
1469 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
1470 } 1473 }
1471 } 1474 }
1472 1475
1473 retval->part = best; 1476 retval->part = best;
1474 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1475 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1476 } 1479 }
1477} 1480}
1478 1481
1479/* this is basically the same as get_rangevector above, but instead of 1482/* this is basically the same as get_rangevector above, but instead of
1480 * the first parameter being an object, it instead is the map 1483 * the first parameter being an object, it instead is the map
1490get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1493get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1491{ 1494{
1492 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1495 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1493 { 1496 {
1494 /* be conservative and fill in _some_ data */ 1497 /* be conservative and fill in _some_ data */
1495 retval->distance = 100000; 1498 retval->distance = 100000;
1496 retval->distance_x = 32767; 1499 retval->distance_x = 32767;
1497 retval->distance_y = 32767; 1500 retval->distance_y = 32767;
1498 retval->direction = 0; 1501 retval->direction = 0;
1499 retval->part = 0; 1502 retval->part = 0;
1500 } 1503 }
1501 else 1504 else
1502 { 1505 {
1503 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
1504 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
1505 1508
1506 retval->part = 0; 1509 retval->part = 0;
1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1510 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1509 } 1512 }
1510} 1513}
1511 1514
1512/* Returns true of op1 and op2 are effectively on the same map 1515/* Returns true of op1 and op2 are effectively on the same map
1513 * (as related to map tiling). Note that this looks for a path from 1516 * (as related to map tiling). Note that this looks for a path from
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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