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Comparing deliantra/server/common/map.C (file contents):
Revision 1.197 by root, Thu Apr 29 07:32:34 2010 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 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.
311 case KW_arch: 311 case KW_arch:
312 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
313 { 313 {
314 // TODO: why? 314 // TODO: why?
315 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
316 op->update_weight (); 318 op->update_weight ();
319 }
317 320
318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 { 322 {
320 // we insert manually because 323 // we insert manually because
321 // a) its way faster 324 // a) its way faster
358} 361}
359 362
360void 363void
361maptile::activate () 364maptile::activate ()
362{ 365{
363 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
364 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
365 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
366 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
367} 376}
368 377
369void 378void
370maptile::deactivate () 379maptile::deactivate ()
371{ 380{
372 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
373 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
374 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
375 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
376} 389}
377 390
378bool 391bool
379maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
380{ 393{
424} 437}
425 438
426void 439void
427maptile::init () 440maptile::init ()
428{ 441{
429 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
430 443
431 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
432 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
433 */ 446 */
434 width = 16; 447 width = 16;
470 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
471} 484}
472 485
473//+GPL 486//+GPL
474 487
475/* 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
476 * 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
477 * at a later date. 490 * at a later date.
478 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
479 */ 492 */
480static shopitems * 493static shopitems *
481parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
530 *q = '\0'; 543 *q = '\0';
531 544
532 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
533 if (current_type) 546 if (current_type)
534 { 547 {
535 items[i].name = current_type->name; 548 items[i].name = current_type->name;
536 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
537 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
538 } 551 }
539 else 552 else
540 { /* 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
541 * 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
542 */ 555 */
543 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);
544 } 557 }
545 } 558 }
546 559
611 { 624 {
612 case KW_msg: 625 case KW_msg:
613 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
614 break; 627 break;
615 628
616 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
617 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
618 break; 631 break;
619 632
620 case KW_maplore: 633 case KW_maplore:
621 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
644 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
648 661
649 case KW_region: default_region = region::find (thawer); break; 662 case KW_region: thawer.get (default_region); break;
650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
651 664
652 // old names new names 665 // old names new names
653 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
658 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
659 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
660 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
661 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
662 675
663 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
664 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
665 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
666 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
667 682
668 case KW_ERROR: 683 case KW_ERROR:
669 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
670 break; 685 break;
671 686
750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
751 766
752 MAP_OUT (per_player); 767 MAP_OUT (per_player);
753 MAP_OUT (per_party); 768 MAP_OUT (per_party);
754 769
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
759 776
760 freezer.put (this); 777 freezer.put (this);
761 freezer.put (KW(end)); 778 freezer.put (KW(end));
762 779
763 return true; 780 return true;
820 msg = 0; 837 msg = 0;
821 maplore = 0; 838 maplore = 0;
822 shoprace = 0; 839 shoprace = 0;
823 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
824 841
825 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
826 tile_path [i] = 0; 843 tile_path [i] = 0;
827} 844}
828 845
829maptile::~maptile () 846maptile::~maptile ()
830{ 847{
837 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
838 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
839 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
840 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
841 */ 858 */
842 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
843 if (tile_map[i] == m) 860 if (tile_map[i] == m)
844 tile_map[i] = 0; 861 tile_map[i] = 0;
845} 862}
846 863
847void 864void
1000 update_all_map_los (this); 1017 update_all_map_los (this);
1001 1018
1002 return 1; 1019 return 1;
1003} 1020}
1004 1021
1005/* 1022/*
1006 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1007 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1008 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1009 * through, etc) 1026 * through, etc)
1010 */ 1027 */
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1115 1132
1116 /* 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),
1117 * 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
1118 * this point. 1135 * this point.
1119 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1120 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1121 * 1138 *
1122 * 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.
1123 */ 1140 */
1124 1141
1125 /* 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
1126 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1127 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1128 * 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.
1129 */ 1146 */
1130 if (top == middle) 1147 if (top == middle)
1131 middle = 0; 1148 middle = 0;
1132 1149
1161 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1162 * middle is not set 1179 * middle is not set
1163 * 1180 *
1164 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1165 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1166 * 1183 *
1167 */ 1184 */
1168 if (tmp != top) 1185 if (tmp != top)
1169 { 1186 {
1170 middle = tmp; 1187 middle = tmp;
1171 break; 1188 break;
1178 middle = 0; 1195 middle = 0;
1179 1196
1180 if (top == middle) 1197 if (top == middle)
1181 middle = 0; 1198 middle = 0;
1182 1199
1200 // set lower map transparent floor flag if applicable
1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 mapspace &ms = m->at (floor->x, floor->y);
1208 ms.update ();
1209
1210 if (object *floor2 = ms.faces_obj [2])
1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1212 {
1213 floor->set_anim_frame (1);
1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
1218
1219 ms.pflags |= PF_VIS_UP;
1220 }
1221 }
1222
1183#if 0 1223#if 0
1184 faces_obj [0] = top; 1224 faces_obj [0] = top;
1185 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1186 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1187#endif 1227#endif
1188} 1228}
1189 1229
1230void
1231mapspace::update_up ()
1232{
1233 // invalidate up
1234 if (!(pflags & PF_VIS_UP))
1235 return;
1236
1237 pflags &= ~PF_VIS_UP;
1238
1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
1190maptile * 1244maptile *
1191maptile::tile_available (int dir, bool load) 1245maptile::tile_available (int dir, bool load)
1192{ 1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1193 if (tile_path[dir]) 1251 if (tile_path [dir])
1194 { 1252 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 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.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
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);
1279
1280 if (m->tile_path [dir2] == path)
1281 m->tile_map [dir2] = this;
1282 }
1283
1284
1196 return tile_map[dir]; 1285 return tile_map [dir] = m;
1197 1286 }
1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 } 1287 }
1201 1288
1202 return 0; 1289 return 0;
1203} 1290}
1204 1291
1205/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1206 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1207 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1208 * This is the function should always be used when it 1295 * This is the function should always be used when it
1209 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
1210 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
1211 * tiled maps. 1298 * tiled maps.
1212 */ 1299 */
1213int 1300int
1214out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
1215{ 1302{
1220 if (!m) 1307 if (!m)
1221 return 0; 1308 return 0;
1222 1309
1223 if (x < 0) 1310 if (x < 0)
1224 { 1311 {
1225 if (!m->tile_available (3)) 1312 if (!m->tile_available (TILE_WEST))
1226 return 1; 1313 return 1;
1227 1314
1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1315 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1229 } 1316 }
1230 1317
1231 if (x >= m->width) 1318 if (x >= m->width)
1232 { 1319 {
1233 if (!m->tile_available (1)) 1320 if (!m->tile_available (TILE_EAST))
1234 return 1; 1321 return 1;
1235 1322
1236 return out_of_map (m->tile_map[1], x - m->width, y); 1323 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1237 } 1324 }
1238 1325
1239 if (y < 0) 1326 if (y < 0)
1240 { 1327 {
1241 if (!m->tile_available (0)) 1328 if (!m->tile_available (TILE_NORTH))
1242 return 1; 1329 return 1;
1243 1330
1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1331 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1245 } 1332 }
1246 1333
1247 if (y >= m->height) 1334 if (y >= m->height)
1248 { 1335 {
1249 if (!m->tile_available (2)) 1336 if (!m->tile_available (TILE_SOUTH))
1250 return 1; 1337 return 1;
1251 1338
1252 return out_of_map (m->tile_map[2], x, y - m->height); 1339 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1253 } 1340 }
1254 1341
1255 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1256 * map. 1343 * map.
1257 */ 1344 */
1259} 1346}
1260 1347
1261/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1262 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1263 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1264 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1265 * updates x and y to be the localised coordinates. 1352 * updates x and y to be the localised coordinates.
1266 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1267 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1268 */ 1355 */
1269maptile * 1356maptile *
1270maptile::xy_find (sint16 &x, sint16 &y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1271{ 1358{
1272 if (x < 0) 1359 if (x < 0)
1273 { 1360 {
1274 if (!tile_available (3)) 1361 if (!tile_available (TILE_WEST))
1275 return 0; 1362 return 0;
1276 1363
1277 x += tile_map[3]->width; 1364 x += tile_map [TILE_WEST]->width;
1278 return tile_map[3]->xy_find (x, y); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
1279 } 1366 }
1280 1367
1281 if (x >= width) 1368 if (x >= width)
1282 { 1369 {
1283 if (!tile_available (1)) 1370 if (!tile_available (TILE_EAST))
1284 return 0; 1371 return 0;
1285 1372
1286 x -= width; 1373 x -= width;
1287 return tile_map[1]->xy_find (x, y); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
1288 } 1375 }
1289 1376
1290 if (y < 0) 1377 if (y < 0)
1291 { 1378 {
1292 if (!tile_available (0)) 1379 if (!tile_available (TILE_NORTH))
1293 return 0; 1380 return 0;
1294 1381
1295 y += tile_map[0]->height; 1382 y += tile_map [TILE_NORTH]->height;
1296 return tile_map[0]->xy_find (x, y); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
1297 } 1384 }
1298 1385
1299 if (y >= height) 1386 if (y >= height)
1300 { 1387 {
1301 if (!tile_available (2)) 1388 if (!tile_available (TILE_SOUTH))
1302 return 0; 1389 return 0;
1303 1390
1304 y -= height; 1391 y -= height;
1305 return tile_map[2]->xy_find (x, y); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
1306 } 1393 }
1307 1394
1308 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1309 * map. 1396 * map.
1310 */ 1397 */
1314/** 1401/**
1315 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
1316 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1317 */ 1404 */
1318int 1405int
1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1320{ 1407{
1321 if (!map1 || !map2) 1408 if (!map1 || !map2)
1322 return 0; 1409 return 0;
1323 1410
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1411 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1326 if (map1 == map2) 1413 if (map1 == map2)
1327 { 1414 {
1328 *dx = 0; 1415 *dx = 0;
1329 *dy = 0; 1416 *dy = 0;
1330 } 1417 }
1331 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
1332 { /* up */ 1419 {
1333 *dx = 0; 1420 *dx = 0;
1334 *dy = -map2->height; 1421 *dy = -map2->height;
1335 } 1422 }
1336 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_available (TILE_EAST , false) == map2)
1337 { /* right */ 1424 {
1338 *dx = map1->width; 1425 *dx = map1->width;
1339 *dy = 0; 1426 *dy = 0;
1340 } 1427 }
1341 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1342 { /* down */ 1429 {
1343 *dx = 0; 1430 *dx = 0;
1344 *dy = map1->height; 1431 *dy = map1->height;
1345 } 1432 }
1346 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_available (TILE_WEST , false) == map2)
1347 { /* left */ 1434 {
1348 *dx = -map2->width; 1435 *dx = -map2->width;
1349 *dy = 0; 1436 *dy = 0;
1350 } 1437 }
1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1352 { /* up right */ 1439 { /* up right */
1353 *dx = map1->tile_map[0]->width; 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
1354 *dy = -map1->tile_map[0]->height; 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
1355 } 1442 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1357 { /* up left */ 1444 { /* up left */
1358 *dx = -map2->width; 1445 *dx = -map2->width;
1359 *dy = -map1->tile_map[0]->height; 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
1360 } 1447 }
1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1362 { /* right up */ 1449 { /* right up */
1363 *dx = map1->width; 1450 *dx = +map1->width;
1364 *dy = -map2->height; 1451 *dy = -map2->height;
1365 } 1452 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1367 { /* right down */ 1454 { /* right down */
1368 *dx = map1->width; 1455 *dx = +map1->width;
1369 *dy = map1->tile_map[1]->height; 1456 *dy = +map1->tile_map[TILE_EAST]->height;
1370 } 1457 }
1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1372 { /* down right */ 1459 { /* down right */
1373 *dx = map1->tile_map[2]->width; 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
1374 *dy = map1->height; 1461 *dy = +map1->height;
1375 } 1462 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1377 { /* down left */ 1464 { /* down left */
1378 *dx = -map2->width; 1465 *dx = -map2->width;
1379 *dy = map1->height; 1466 *dy = +map1->height;
1380 } 1467 }
1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1382 { /* left up */ 1469 { /* left up */
1383 *dx = -map1->tile_map[3]->width; 1470 *dx = -map1->tile_map[TILE_WEST]->width;
1384 *dy = -map2->height; 1471 *dy = -map2->height;
1385 } 1472 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1387 { /* left down */ 1474 { /* left down */
1388 *dx = -map1->tile_map[3]->width; 1475 *dx = -map1->tile_map[TILE_WEST]->width;
1389 *dy = map1->tile_map[3]->height; 1476 *dy = +map1->tile_map[TILE_WEST]->height;
1390 } 1477 }
1391 else 1478 else
1392 return 0; 1479 return 0;
1393 1480
1394 return 1; 1481 return 1;
1417 * 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
1418 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1419 * can be negative. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1420 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1421 * monster that is closest. 1508 * monster that is closest.
1422 * 1509 *
1423 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1424 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1425 * We already trust that the caller has verified that the 1512 * We already trust that the caller has verified that the
1426 * two objects are at least on adjacent maps. If not, 1513 * two objects are at least on adjacent maps. If not,
1427 * results are not likely to be what is desired. 1514 * results are not likely to be what is desired.
1483 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));
1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1485 } 1572 }
1486} 1573}
1487 1574
1488/* 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
1489 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1490 * and x,y coordinates - this is used for path to player - 1577 * and x,y coordinates - this is used for path to player -
1491 * 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
1492 * the path, we need this. 1579 * the path, we need this.
1493 * 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
1494 * 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
1495 * 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
1496 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
1497 */ 1584 */
1498void 1585void
1499get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1586get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1500{ 1587{
1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1588 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1502 { 1589 {
1503 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
1504 retval->distance = 100000; 1591 retval->distance = 100000;
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1713split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{ 1714{
1628 // clip to map to the left 1715 // clip to map to the left
1629 if (x0 < 0) 1716 if (x0 < 0)
1630 { 1717 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1718 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1719 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633 1720
1634 if (x1 < 0) // entirely to the left 1721 if (x1 < 0) // entirely to the left
1635 return; 1722 return;
1636 1723
1638 } 1725 }
1639 1726
1640 // clip to map to the right 1727 // clip to map to the right
1641 if (x1 > m->width) 1728 if (x1 > m->width)
1642 { 1729 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1644 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);
1645 1732
1646 if (x0 > m->width) // entirely to the right 1733 if (x0 >= m->width) // entirely to the right
1647 return; 1734 return;
1648 1735
1649 x1 = m->width; 1736 x1 = m->width;
1650 } 1737 }
1651 1738
1652 // clip to map above 1739 // clip to map to the north
1653 if (y0 < 0) 1740 if (y0 < 0)
1654 { 1741 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1656 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);
1657 1744
1658 if (y1 < 0) // entirely above 1745 if (y1 < 0) // entirely to the north
1659 return; 1746 return;
1660 1747
1661 y0 = 0; 1748 y0 = 0;
1662 } 1749 }
1663 1750
1664 // clip to map below 1751 // clip to map to the south
1665 if (y1 > m->height) 1752 if (y1 > m->height)
1666 { 1753 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1668 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);
1669 1756
1670 if (y0 > m->height) // entirely below 1757 if (y0 >= m->height) // entirely to the south
1671 return; 1758 return;
1672 1759
1673 y1 = m->height; 1760 y1 = m->height;
1674 } 1761 }
1675 1762

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