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Comparing deliantra/server/common/map.C (file contents):
Revision 1.219 by root, Wed Nov 16 23:41:59 2016 UTC vs.
Revision 1.220 by root, Sun Jan 29 02:47:04 2017 UTC

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)
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;
1292/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1293 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1294 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1295 * This is the function should always be used when it 1295 * This is the function should always be used when it
1296 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
1297 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
1298 * tiled maps. 1298 * tiled maps.
1299 */ 1299 */
1300int 1300int
1301out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
1302{ 1302{
1346} 1346}
1347 1347
1348/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1349 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1350 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1351 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1352 * updates x and y to be the localised coordinates. 1352 * updates x and y to be the localised coordinates.
1353 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1354 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1355 */ 1355 */
1356maptile * 1356maptile *
1570 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));
1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1572 } 1572 }
1573} 1573}
1574 1574
1575/* 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
1576 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1577 * and x,y coordinates - this is used for path to player - 1577 * and x,y coordinates - this is used for path to player -
1578 * 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
1579 * the path, we need this. 1579 * the path, we need this.
1580 * 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
1581 * 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
1582 * 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

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