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Comparing deliantra/server/common/map.C (file contents):
Revision 1.187 by root, Thu Apr 15 21:49:15 2010 UTC vs.
Revision 1.196 by root, Sun Apr 25 10:45:38 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/*
634 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 640 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break; 641 case KW_no_drop: thawer.get (no_drop); break;
638 642
639 case KW_region: default_region = region::find (thawer.get_str ()); break; 643 case KW_region: default_region = region::find (thawer); break;
640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
641 645
642 // old names new names 646 // old names new names
643 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 647 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
644 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 648 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
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 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1439 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1441 object *best = op1; 1445 object *best = op1;
1442 1446
1443 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1444 if (!(flags & 1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1445 { 1449 {
1446 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);
1447 1451
1448 /* 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
1449 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1450 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1451 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1452 * below works. 1456 * below works.
1453 */ 1457 */
1454 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1455 { 1459 {
1456 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);
1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1458 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1459 { 1463 {
1460 best_distance = tmpi; 1464 best_distance = tmpi;
1461 best = tmp; 1465 best = tmp;
1462 } 1466 }
1463 } 1467 }
1464 1468
1465 if (best != op1) 1469 if (best != op1)
1466 { 1470 {
1467 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
1468 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
1469 } 1473 }
1470 } 1474 }
1471 1475
1472 retval->part = best; 1476 retval->part = best;
1473 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));
1474 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1475 } 1479 }
1476} 1480}
1477 1481
1478/* 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
1479 * the first parameter being an object, it instead is the map 1483 * the first parameter being an object, it instead is the map
1489get_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)
1490{ 1494{
1491 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))
1492 { 1496 {
1493 /* be conservative and fill in _some_ data */ 1497 /* be conservative and fill in _some_ data */
1494 retval->distance = 100000; 1498 retval->distance = 100000;
1495 retval->distance_x = 32767; 1499 retval->distance_x = 32767;
1496 retval->distance_y = 32767; 1500 retval->distance_y = 32767;
1497 retval->direction = 0; 1501 retval->direction = 0;
1498 retval->part = 0; 1502 retval->part = 0;
1499 } 1503 }
1500 else 1504 else
1501 { 1505 {
1502 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
1503 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
1504 1508
1505 retval->part = 0; 1509 retval->part = 0;
1506 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));
1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1508 } 1512 }
1509} 1513}
1510 1514
1511/* 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
1512 * (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

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