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Comparing deliantra/server/common/map.C (file contents):
Revision 1.213 by root, Sat May 7 20:03:27 2011 UTC vs.
Revision 1.220 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
60} 60}
61 61
62/* 62/*
63 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
64 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
65 * multipart monsters - if we want to see if a 2x2 monster 65 * multipart monsters - if we want to see if a 2x2 monster
66 * can move 1 space to the left, we don't want its own area 66 * can move 1 space to the left, we don't want its own area
67 * to block it from moving there. 67 * to block it from moving there.
68 * Returns TRUE if the space is blocked by something other than the 68 * Returns TRUE if the space is blocked by something other than the
69 * monster. 69 * monster.
483 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
484} 484}
485 485
486//+GPL 486//+GPL
487 487
488/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
489 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
490 * at a later date. 490 * at a later date.
491 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
492 */ 492 */
493static shopitems * 493static shopitems *
494parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
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
554 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
555 */ 555 */
556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
557 } 557 }
558 } 558 }
559 559
1017 update_all_map_los (this); 1017 update_all_map_los (this);
1018 1018
1019 return 1; 1019 return 1;
1020} 1020}
1021 1021
1022/* 1022/*
1023 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1024 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1025 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1026 * through, etc) 1026 * through, etc)
1027 */ 1027 */
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1132 1132
1133 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1134 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1135 * this point. 1135 * this point.
1136 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1137 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1138 * 1138 *
1139 * We now need to fill in top.face and/or middle.face. 1139 * We now need to fill in top.face and/or middle.face.
1140 */ 1140 */
1141 1141
1142 /* If the top face also happens to be high visibility, re-do our 1142 /* If the top face also happens to be high visibility, re-do our
1143 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1144 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1145 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1146 */ 1146 */
1147 if (top == middle) 1147 if (top == middle)
1148 middle = 0; 1148 middle = 0;
1149 1149
1178 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1179 * middle is not set 1179 * middle is not set
1180 * 1180 *
1181 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1182 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1183 * 1183 *
1184 */ 1184 */
1185 if (tmp != top) 1185 if (tmp != top)
1186 { 1186 {
1187 middle = tmp; 1187 middle = tmp;
1188 break; 1188 break;
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 match = true; 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)
1259 if (width != m->width) 1261 if (width != m->width)
1260 match = false; 1262 mismatch = true;
1261 1263
1262 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN) 1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1263 if (height != m->height) 1265 if (height != m->height)
1264 match = false; 1266 mismatch = true;
1265 1267
1266 if (!match) 1268 if (mismatch)
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 }
1274 else if (0)//D
1275 {
1276 // as an optimisation, link us against the other map if the other map
1277 // has us as neighbour, which is very common, but not guaranteed.
1278 int dir2 = REVERSE_TILE_DIR (dir);
1272 1279
1273 // this could be optimised endlessly 1280 if (m->tile_path [dir2] == path)
1274 //m->activate_physics (); 1281 m->tile_map [dir2] = this;
1282 }
1283
1275 1284
1276 return tile_map [dir] = m; 1285 return tile_map [dir] = m;
1277 } 1286 }
1278 } 1287 }
1279 1288
1283/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1284 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1285 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1286 * This is the function should always be used when it 1295 * This is the function should always be used when it
1287 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
1288 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
1289 * tiled maps. 1298 * tiled maps.
1290 */ 1299 */
1291int 1300int
1292out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
1293{ 1302{
1337} 1346}
1338 1347
1339/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1340 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1341 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1342 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1343 * updates x and y to be the localised coordinates. 1352 * updates x and y to be the localised coordinates.
1344 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1345 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1346 */ 1355 */
1347maptile * 1356maptile *
1495 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
1496 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1497 * can be negative. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1498 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1499 * monster that is closest. 1508 * monster that is closest.
1500 * 1509 *
1501 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1502 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1503 * We already trust that the caller has verified that the 1512 * We already trust that the caller has verified that the
1504 * two objects are at least on adjacent maps. If not, 1513 * two objects are at least on adjacent maps. If not,
1505 * results are not likely to be what is desired. 1514 * results are not likely to be what is desired.
1561 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1570 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1562 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1563 } 1572 }
1564} 1573}
1565 1574
1566/* this is basically the same as get_rangevector above, but instead of 1575/* this is basically the same as get_rangevector above, but instead of
1567 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1568 * and x,y coordinates - this is used for path to player - 1577 * and x,y coordinates - this is used for path to player -
1569 * since the object is not infact moving but we are trying to traverse 1578 * since the object is not infact moving but we are trying to traverse
1570 * the path, we need this. 1579 * the path, we need this.
1571 * flags has no meaning for this function at this time - I kept it in to 1580 * flags has no meaning for this function at this time - I kept it in to
1572 * be more consistant with the above function and also in case they are needed 1581 * be more consistant with the above function and also in case they are needed
1573 * for something in the future. Also, since no object is pasted, the best 1582 * for something in the future. Also, since no object is pasted, the best
1719 if (x1 > m->width) 1728 if (x1 > m->width)
1720 { 1729 {
1721 if (maptile *tile = m->tile_available (TILE_EAST, 1)) 1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1722 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);
1723 1732
1724 if (x0 > m->width) // entirely to the right 1733 if (x0 >= m->width) // entirely to the right
1725 return; 1734 return;
1726 1735
1727 x1 = m->width; 1736 x1 = m->width;
1728 } 1737 }
1729 1738
1730 // clip to map above 1739 // clip to map to the north
1731 if (y0 < 0) 1740 if (y0 < 0)
1732 { 1741 {
1733 if (maptile *tile = m->tile_available (TILE_NORTH, 1)) 1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1734 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);
1735 1744
1736 if (y1 < 0) // entirely above 1745 if (y1 < 0) // entirely to the north
1737 return; 1746 return;
1738 1747
1739 y0 = 0; 1748 y0 = 0;
1740 } 1749 }
1741 1750
1742 // clip to map below 1751 // clip to map to the south
1743 if (y1 > m->height) 1752 if (y1 > m->height)
1744 { 1753 {
1745 if (maptile *tile = m->tile_available (TILE_SOUTH, 1)) 1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1746 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);
1747 1756
1748 if (y0 > m->height) // entirely below 1757 if (y0 >= m->height) // entirely to the south
1749 return; 1758 return;
1750 1759
1751 y1 = m->height; 1760 y1 = m->height;
1752 } 1761 }
1753 1762

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