--- deliantra/server/common/map.C 2011/05/07 11:49:08 1.209 +++ deliantra/server/common/map.C 2018/12/01 20:22:12 1.222 @@ -1,24 +1,25 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. - * - * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * + * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen - * + * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. - * + * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. - * + * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . - * + * * The authors can be reached via e-mail to */ @@ -61,7 +62,7 @@ /* * Returns true if the given coordinate is blocked except by the - * object passed is not blocking. This is used with + * object passed is not blocking. This is used with * multipart monsters - if we want to see if a 2x2 monster * can move 1 space to the left, we don't want its own area * to block it from moving there. @@ -485,8 +486,8 @@ //+GPL -/* Takes a string from a map definition and outputs a pointer to the array of shopitems - * corresponding to that string. Memory is allocated for this, it must be freed +/* Takes a string from a map definition and outputs a pointer to the array of shopitems + * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. * Called by parse_map_headers below. */ @@ -545,13 +546,13 @@ current_type = get_typedata_by_name (p); if (current_type) { - items[i].name = current_type->name; + items[i].name = current_type->name; items[i].typenum = current_type->number; items[i].name_pl = current_type->name_pl; } else { /* oh uh, something's wrong, let's free up this one, and try - * the next entry while we're at it, better print a warning + * the next entry while we're at it, better print a warning */ LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); } @@ -673,12 +674,12 @@ case KW_invisible: case KW_darkness: thawer.get (darkness); break; case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; - case KW_tile_path_1: thawer.get (tile_path [0]); break; - case KW_tile_path_2: thawer.get (tile_path [1]); break; - case KW_tile_path_3: thawer.get (tile_path [2]); break; - case KW_tile_path_4: thawer.get (tile_path [3]); break; - case KW_tile_path_5: thawer.get (tile_path [4]); break; - case KW_tile_path_6: thawer.get (tile_path [5]); break; + case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break; + case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break; + case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break; + case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break; + case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break; + case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break; case KW_ERROR: set_key_text (thawer.kw_str, thawer.value); @@ -767,12 +768,12 @@ MAP_OUT (per_player); MAP_OUT (per_party); - if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); - if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); - if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); - if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); - if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]); - if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]); + if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]); + if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]); + if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]); + if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]); + if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]); + if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]); freezer.put (this); freezer.put (KW(end)); @@ -839,7 +840,7 @@ shoprace = 0; delete [] shopitems, shopitems = 0; - for (int i = 0; i < array_length (tile_path); i++) + for (int i = 0; i < ecb_array_length (tile_path); i++) tile_path [i] = 0; } @@ -856,7 +857,7 @@ * tiling can be asymetric, we just can not look to see which * maps this map tiles with and clears those. */ - for (int i = 0; i < array_length (tile_path); i++) + for (int i = 0; i < ecb_array_length (tile_path); i++) if (tile_map[i] == m) tile_map[i] = 0; } @@ -1019,7 +1020,7 @@ return 1; } -/* +/* * This function updates various attributes about a specific space * on the map (what it looks like, whether it blocks magic, * has a living creatures, prevents people from passing @@ -1133,7 +1134,7 @@ /* At this point, we have a floor face (if there is a floor), * and the floor is set - we are not going to touch it at * this point. - * middle contains the highest visibility face. + * middle contains the highest visibility face. * top contains a player/monster face, if there is one. * * We now need to fill in top.face and/or middle.face. @@ -1141,7 +1142,7 @@ /* If the top face also happens to be high visibility, re-do our * middle face. This should not happen, as we already have the - * else statement above so middle should not get set. OTOH, it + * else statement above so middle should not get set. OTOH, it * may be possible for the faces to match but be different objects. */ if (top == middle) @@ -1180,7 +1181,7 @@ * * Set the middle face and break out, since there is nothing * more to fill in. We don't check visiblity here, since - * + * */ if (tmp != top) { @@ -1197,29 +1198,26 @@ if (top == middle) middle = 0; - // dire hack to handle "transparent" floors - currently only open_space - if (floor && floor->arch->archname == shstr_quad_open_space - && !middle) + // set lower map transparent floor flag if applicable + if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top) { floor->set_anim_frame (0); if (maptile *m = floor->map->tile_map [TILE_DOWN]) { - // mirror the floor - very unreliable because usually outdated, - // but somewhta works because floors do not change often :/ - middle = floor; - mapspace &ms = m->at (floor->x, floor->y); - ms.update (); if (object *floor2 = ms.faces_obj [2]) - if (floor2->arch->archname != shstr_quad_open_space) + if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR]) { floor->set_anim_frame (1); - middle = floor; + top = floor; + middle = ms.faces_obj [0]; floor = floor2; } + + ms.pflags |= PF_VIS_UP; } } @@ -1230,18 +1228,63 @@ #endif } +void +mapspace::update_up () +{ + // invalidate up + if (!(pflags & PF_VIS_UP)) + return; + + pflags &= ~PF_VIS_UP; + + if (bot) + if (maptile *m = bot->map->tile_map [TILE_UP]) + m->at (bot->x, bot->y).invalidate (); +} + maptile * maptile::tile_available (int dir, bool load) { - if (tile_path[dir]) - { - // map is there and we don't need to load it OR it's loaded => return what we have - if (tile_map[dir] && (!load || tile_map[dir]->linkable ())) - return tile_map[dir]; + // map is there and we don't need to load it OR it's loaded => return what we have + if (tile_map [dir] && (!load || tile_map [dir]->linkable ())) + return tile_map [dir]; + if (tile_path [dir]) + { // well, try to locate it then, if possible - maybe it's there already - if ((tile_map[dir] = find_async (tile_path[dir], this, load))) - return tile_map[dir]; + // this is the ONLY place in the server that links maps with each other, + // so any kind of inter-map stuff has to be initiated here. + if (maptile *m = find_async (tile_path [dir], this, load)) + { + bool mismatch = false; + + if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN) + if (width != m->width) + mismatch = true; + + if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN) + if (height != m->height) + mismatch = true; + + if (mismatch) + { + LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n", + dir, &path, &m->path); + m = 0; + } + else if (0)//D + { + // as an optimisation, link us against the other map if the other map + // has us as neighbour, which is very common, but not guaranteed. + int dir2 = REVERSE_TILE_DIR (dir); + + if (m->tile_path [dir2] == path) + m->tile_map [dir2] = this; + } + + + return tile_map [dir] = m; + } } return 0; @@ -1252,7 +1295,7 @@ * tiling considerations, loading adjacant maps as needed. * This is the function should always be used when it * necessary to check for valid coordinates. - * This function will recursively call itself for the + * This function will recursively call itself for the * tiled maps. */ int @@ -1267,34 +1310,34 @@ if (x < 0) { - if (!m->tile_available (3)) + if (!m->tile_available (TILE_WEST)) return 1; - return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); + return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y); } if (x >= m->width) { - if (!m->tile_available (1)) + if (!m->tile_available (TILE_EAST)) return 1; - return out_of_map (m->tile_map[1], x - m->width, y); + return out_of_map (m->tile_map [TILE_EAST], x - m->width, y); } if (y < 0) { - if (!m->tile_available (0)) + if (!m->tile_available (TILE_NORTH)) return 1; - return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); + return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height); } if (y >= m->height) { - if (!m->tile_available (2)) + if (!m->tile_available (TILE_SOUTH)) return 1; - return out_of_map (m->tile_map[2], x, y - m->height); + return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height); } /* Simple case - coordinates are within this local @@ -1306,7 +1349,7 @@ /* This is basically the same as out_of_map above, but * instead we return NULL if no map is valid (coordinates * out of bounds and no tiled map), otherwise it returns - * the map as that the coordinates are really on, and + * the map as that the coordinates are really on, and * updates x and y to be the localised coordinates. * Using this is more efficient of calling out_of_map * and then figuring out what the real map is @@ -1316,38 +1359,38 @@ { if (x < 0) { - if (!tile_available (3)) + if (!tile_available (TILE_WEST)) return 0; - x += tile_map[3]->width; - return tile_map[3]->xy_find (x, y); + x += tile_map [TILE_WEST]->width; + return tile_map [TILE_WEST]->xy_find (x, y); } if (x >= width) { - if (!tile_available (1)) + if (!tile_available (TILE_EAST)) return 0; x -= width; - return tile_map[1]->xy_find (x, y); + return tile_map [TILE_EAST]->xy_find (x, y); } if (y < 0) { - if (!tile_available (0)) + if (!tile_available (TILE_NORTH)) return 0; - y += tile_map[0]->height; - return tile_map[0]->xy_find (x, y); + y += tile_map [TILE_NORTH]->height; + return tile_map [TILE_NORTH]->xy_find (x, y); } if (y >= height) { - if (!tile_available (2)) + if (!tile_available (TILE_SOUTH)) return 0; y -= height; - return tile_map[2]->xy_find (x, y); + return tile_map [TILE_SOUTH]->xy_find (x, y); } /* Simple case - coordinates are within this local @@ -1464,7 +1507,7 @@ * can be negative. direction is the crossfire direction scheme * that the creature should head. part is the part of the * monster that is closest. - * + * * get_rangevector looks at op1 and op2, and fills in the * structure for op1 to get to op2. * We already trust that the caller has verified that the @@ -1530,9 +1573,9 @@ } } -/* this is basically the same as get_rangevector above, but instead of +/* this is basically the same as get_rangevector above, but instead of * the first parameter being an object, it instead is the map - * and x,y coordinates - this is used for path to player - + * and x,y coordinates - this is used for path to player - * since the object is not infact moving but we are trying to traverse * the path, we need this. * flags has no meaning for this function at this time - I kept it in to @@ -1688,31 +1731,31 @@ if (maptile *tile = m->tile_available (TILE_EAST, 1)) split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); - if (x0 > m->width) // entirely to the right + if (x0 >= m->width) // entirely to the right return; x1 = m->width; } - // clip to map above + // clip to map to the north if (y0 < 0) { if (maptile *tile = m->tile_available (TILE_NORTH, 1)) split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); - if (y1 < 0) // entirely above + if (y1 < 0) // entirely to the north return; y0 = 0; } - // clip to map below + // clip to map to the south if (y1 > m->height) { if (maptile *tile = m->tile_available (TILE_SOUTH, 1)) split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); - if (y0 > m->height) // entirely below + if (y0 >= m->height) // entirely to the south return; y1 = m->height;