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Comparing deliantra/server/common/map.C (file contents):
Revision 1.194 by root, Wed Apr 21 06:29:42 2010 UTC vs.
Revision 1.223 by root, Wed Dec 5 19:03:26 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <unistd.h> 26#include <unistd.h>
26 27
59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
60} 61}
61 62
62/* 63/*
63 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
64 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
65 * multipart monsters - if we want to see if a 2x2 monster 66 * 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 67 * can move 1 space to the left, we don't want its own area
67 * to block it from moving there. 68 * to block it from moving there.
68 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
69 * monster. 70 * monster.
90 91
91 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
92 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
93 * things we need to do for players. 94 * things we need to do for players.
94 */ 95 */
95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
96 return 0; 97 return 0;
97 98
98 /* if there isn't anything alive on this space, and this space isn't 99 /* 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 100 * 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 101 * creature do we need to investigate if it is part of this creature
311 case KW_arch: 312 case KW_arch:
312 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
313 { 314 {
314 // TODO: why? 315 // TODO: why?
315 if (op->inv) 316 if (op->inv)
317 {
318 op->carrying = 0;
316 op->update_weight (); 319 op->update_weight ();
320 }
317 321
318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 { 323 {
320 // we insert manually because 324 // we insert manually because
321 // a) its way faster 325 // a) its way faster
358} 362}
359 363
360void 364void
361maptile::activate () 365maptile::activate ()
362{ 366{
363 if (spaces) 367 if (state != MAP_INACTIVE)
368 return;
369
364 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
365 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
366 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
367} 377}
368 378
369void 379void
370maptile::deactivate () 380maptile::deactivate ()
371{ 381{
372 if (spaces) 382 if (state != MAP_ACTIVE)
383 return;
384
373 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
374 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
375 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
376} 390}
377 391
378bool 392bool
379maptile::_save_objects (object_freezer &f, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
380{ 394{
392 406
393 for (object *op = spaces [i].bot; op; op = op->above) 407 for (object *op = spaces [i].bot; op; op = op->above)
394 { 408 {
395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
396 410
397 if (expect_false (!op->can_map_save ())) 411 if (ecb_expect_false (!op->can_map_save ()))
398 continue; 412 continue;
399 413
400 if (expect_false (unique || op->flag [FLAG_UNIQUE])) 414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
401 { 415 {
402 if (flags & IO_UNIQUES) 416 if (flags & IO_UNIQUES)
403 op->write (f); 417 op->write (f);
404 } 418 }
405 else if (expect_true (flags & IO_OBJECTS)) 419 else if (ecb_expect_true (flags & IO_OBJECTS))
406 op->write (f); 420 op->write (f);
407 } 421 }
408 } 422 }
409 423
410 coroapi::cede_to_tick (); 424 coroapi::cede_to_tick ();
424} 438}
425 439
426void 440void
427maptile::init () 441maptile::init ()
428{ 442{
429 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
430 444
431 /* The maps used to pick up default x and y values from the 445 /* The maps used to pick up default x and y values from the
432 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
433 */ 447 */
434 width = 16; 448 width = 16;
470 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
471} 485}
472 486
473//+GPL 487//+GPL
474 488
475/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* 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 490 * corresponding to that string. Memory is allocated for this, it must be freed
477 * at a later date. 491 * at a later date.
478 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
479 */ 493 */
480static shopitems * 494static shopitems *
481parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
530 *q = '\0'; 544 *q = '\0';
531 545
532 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
533 if (current_type) 547 if (current_type)
534 { 548 {
535 items[i].name = current_type->name; 549 items[i].name = current_type->name;
536 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
537 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
538 } 552 }
539 else 553 else
540 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* 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 555 * the next entry while we're at it, better print a warning
542 */ 556 */
543 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
544 } 558 }
545 } 559 }
546 560
559 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
560static const char * 574static const char *
561print_shop_string (maptile *m) 575print_shop_string (maptile *m)
562{ 576{
563 static dynbuf_text buf; buf.clear (); 577 static dynbuf_text buf; buf.clear ();
578 bool first = true;
564 579
565 for (int i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
566 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
567 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
568 { 588 {
569 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
570 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
571 else 591 else
572 buf.printf ("%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
573 } 593 }
574 else 594 else
575 { 595 {
576 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
577 buf.printf ("*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
578 else 598 else
579 buf.printf ("*"); 599 buf.printf ("*");
580 } 600 }
581 } 601 }
582 602
605 { 625 {
606 case KW_msg: 626 case KW_msg:
607 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
608 break; 628 break;
609 629
610 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
611 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
612 break; 632 break;
613 633
614 case KW_maplore: 634 case KW_maplore:
615 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
638 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
639 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
640 case KW_no_reset: thawer.get (no_reset); break; 660 case KW_no_reset: thawer.get (no_reset); break;
641 case KW_no_drop: thawer.get (no_drop); break; 661 case KW_no_drop: thawer.get (no_drop); break;
642 662
643 case KW_region: default_region = region::find (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
645 665
646 // old names new names 666 // old names new names
647 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
648 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
652 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
653 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
654 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
655 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
656 676
657 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
658 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
659 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
660 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
661 683
662 case KW_ERROR: 684 case KW_ERROR:
663 set_key_text (thawer.kw_str, thawer.value); 685 set_key_text (thawer.kw_str, thawer.value);
664 break; 686 break;
665 687
744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
745 767
746 MAP_OUT (per_player); 768 MAP_OUT (per_player);
747 MAP_OUT (per_party); 769 MAP_OUT (per_party);
748 770
749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
753 777
754 freezer.put (this); 778 freezer.put (this);
755 freezer.put (KW(end)); 779 freezer.put (KW(end));
756 780
757 return true; 781 return true;
814 msg = 0; 838 msg = 0;
815 maplore = 0; 839 maplore = 0;
816 shoprace = 0; 840 shoprace = 0;
817 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
818 842
819 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
820 tile_path [i] = 0; 844 tile_path [i] = 0;
821} 845}
822 846
823maptile::~maptile () 847maptile::~maptile ()
824{ 848{
831 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
832 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
833 * tiling can be asymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
834 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
835 */ 859 */
836 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
837 if (tile_map[i] == m) 861 if (tile_map[i] == m)
838 tile_map[i] = 0; 862 tile_map[i] = 0;
839} 863}
840 864
841void 865void
994 update_all_map_los (this); 1018 update_all_map_los (this);
995 1019
996 return 1; 1020 return 1;
997} 1021}
998 1022
999/* 1023/*
1000 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1001 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1002 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1003 * through, etc) 1027 * through, etc)
1004 */ 1028 */
1035 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1036 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1037 * 1061 *
1038 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1039 */ 1063 */
1040 if (expect_true (!tmp->invisible)) 1064 if (ecb_expect_true (!tmp->invisible))
1041 { 1065 {
1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) 1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1043 top = tmp; 1067 top = tmp;
1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1045 { 1069 {
1046 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1047 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1048 */ 1072 */
1049 middle = 0; 1073 middle = 0;
1052 volume = 0; 1076 volume = 0;
1053 items = 0; 1077 items = 0;
1054 } 1078 }
1055 else 1079 else
1056 { 1080 {
1057 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 { 1082 {
1059 ++items; 1083 ++items;
1060 volume += tmp->volume (); 1084 volume += tmp->volume ();
1061 } 1085 }
1062 1086
1063 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) 1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp; 1089 anywhere = tmp;
1066 1090
1067 /* Find the highest visible face around. If equal 1091 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the 1092 * visibilities, we still want the one nearer to the
1069 * top 1093 * top
1070 */ 1094 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) 1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 { 1096 {
1073 middle_visibility = ::faces [tmp->face].visibility; 1097 middle_visibility = ::faces [tmp->face].visibility;
1074 middle = tmp; 1098 middle = tmp;
1075 } 1099 }
1076 } 1100 }
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 1133
1110 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
1112 * this point. 1136 * this point.
1113 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1114 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1115 * 1139 *
1116 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
1117 */ 1141 */
1118 1142
1119 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
1120 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1121 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1122 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1123 */ 1147 */
1124 if (top == middle) 1148 if (top == middle)
1125 middle = 0; 1149 middle = 0;
1126 1150
1155 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1156 * middle is not set 1180 * middle is not set
1157 * 1181 *
1158 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1159 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1160 * 1184 *
1161 */ 1185 */
1162 if (tmp != top) 1186 if (tmp != top)
1163 { 1187 {
1164 middle = tmp; 1188 middle = tmp;
1165 break; 1189 break;
1172 middle = 0; 1196 middle = 0;
1173 1197
1174 if (top == middle) 1198 if (top == middle)
1175 middle = 0; 1199 middle = 0;
1176 1200
1201 // set lower map transparent floor flag if applicable
1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 {
1204 floor->set_anim_frame (0);
1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1210
1211 if (object *floor2 = ms.faces_obj [2])
1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1219
1220 ms.pflags |= PF_VIS_UP;
1221 }
1222 }
1223
1177#if 0 1224#if 0
1178 faces_obj [0] = top; 1225 faces_obj [0] = top;
1179 faces_obj [1] = middle; 1226 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1227 faces_obj [2] = floor;
1181#endif 1228#endif
1182} 1229}
1183 1230
1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
1237
1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1184maptile * 1245maptile *
1185maptile::tile_available (int dir, bool load) 1246maptile::tile_available (int dir, bool load)
1186{ 1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1187 if (tile_path[dir]) 1252 if (tile_path [dir])
1188 { 1253 {
1189 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1190 return tile_map[dir]; 1286 return tile_map [dir] = m;
1191 1287 }
1192 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1193 return tile_map[dir];
1194 } 1288 }
1195 1289
1196 return 0; 1290 return 0;
1197} 1291}
1198 1292
1199/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1200 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1201 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1202 * This is the function should always be used when it 1296 * This is the function should always be used when it
1203 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1204 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1205 * tiled maps. 1299 * tiled maps.
1206 */ 1300 */
1207int 1301int
1208out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1209{ 1303{
1214 if (!m) 1308 if (!m)
1215 return 0; 1309 return 0;
1216 1310
1217 if (x < 0) 1311 if (x < 0)
1218 { 1312 {
1219 if (!m->tile_available (3)) 1313 if (!m->tile_available (TILE_WEST))
1220 return 1; 1314 return 1;
1221 1315
1222 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1223 } 1317 }
1224 1318
1225 if (x >= m->width) 1319 if (x >= m->width)
1226 { 1320 {
1227 if (!m->tile_available (1)) 1321 if (!m->tile_available (TILE_EAST))
1228 return 1; 1322 return 1;
1229 1323
1230 return out_of_map (m->tile_map[1], x - m->width, y); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1231 } 1325 }
1232 1326
1233 if (y < 0) 1327 if (y < 0)
1234 { 1328 {
1235 if (!m->tile_available (0)) 1329 if (!m->tile_available (TILE_NORTH))
1236 return 1; 1330 return 1;
1237 1331
1238 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1239 } 1333 }
1240 1334
1241 if (y >= m->height) 1335 if (y >= m->height)
1242 { 1336 {
1243 if (!m->tile_available (2)) 1337 if (!m->tile_available (TILE_SOUTH))
1244 return 1; 1338 return 1;
1245 1339
1246 return out_of_map (m->tile_map[2], x, y - m->height); 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1247 } 1341 }
1248 1342
1249 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1250 * map. 1344 * map.
1251 */ 1345 */
1253} 1347}
1254 1348
1255/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1256 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1257 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1258 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1259 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1260 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1261 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1262 */ 1356 */
1263maptile * 1357maptile *
1264maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1265{ 1359{
1266 if (x < 0) 1360 if (x < 0)
1267 { 1361 {
1268 if (!tile_available (3)) 1362 if (!tile_available (TILE_WEST))
1269 return 0; 1363 return 0;
1270 1364
1271 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1272 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1273 } 1367 }
1274 1368
1275 if (x >= width) 1369 if (x >= width)
1276 { 1370 {
1277 if (!tile_available (1)) 1371 if (!tile_available (TILE_EAST))
1278 return 0; 1372 return 0;
1279 1373
1280 x -= width; 1374 x -= width;
1281 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1282 } 1376 }
1283 1377
1284 if (y < 0) 1378 if (y < 0)
1285 { 1379 {
1286 if (!tile_available (0)) 1380 if (!tile_available (TILE_NORTH))
1287 return 0; 1381 return 0;
1288 1382
1289 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1290 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1291 } 1385 }
1292 1386
1293 if (y >= height) 1387 if (y >= height)
1294 { 1388 {
1295 if (!tile_available (2)) 1389 if (!tile_available (TILE_SOUTH))
1296 return 0; 1390 return 0;
1297 1391
1298 y -= height; 1392 y -= height;
1299 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1300 } 1394 }
1301 1395
1302 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1303 * map. 1397 * map.
1304 */ 1398 */
1308/** 1402/**
1309 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1310 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1311 */ 1405 */
1312int 1406int
1313adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1314{ 1408{
1315 if (!map1 || !map2) 1409 if (!map1 || !map2)
1316 return 0; 1410 return 0;
1317 1411
1318 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1320 if (map1 == map2) 1414 if (map1 == map2)
1321 { 1415 {
1322 *dx = 0; 1416 *dx = 0;
1323 *dy = 0; 1417 *dy = 0;
1324 } 1418 }
1325 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1326 { /* up */ 1420 {
1327 *dx = 0; 1421 *dx = 0;
1328 *dy = -map2->height; 1422 *dy = -map2->height;
1329 } 1423 }
1330 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1331 { /* right */ 1425 {
1332 *dx = map1->width; 1426 *dx = map1->width;
1333 *dy = 0; 1427 *dy = 0;
1334 } 1428 }
1335 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1336 { /* down */ 1430 {
1337 *dx = 0; 1431 *dx = 0;
1338 *dy = map1->height; 1432 *dy = map1->height;
1339 } 1433 }
1340 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1341 { /* left */ 1435 {
1342 *dx = -map2->width; 1436 *dx = -map2->width;
1343 *dy = 0; 1437 *dy = 0;
1344 } 1438 }
1345 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1346 { /* up right */ 1440 { /* up right */
1347 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1348 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1349 } 1443 }
1350 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1351 { /* up left */ 1445 { /* up left */
1352 *dx = -map2->width; 1446 *dx = -map2->width;
1353 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1354 } 1448 }
1355 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1356 { /* right up */ 1450 { /* right up */
1357 *dx = map1->width; 1451 *dx = +map1->width;
1358 *dy = -map2->height; 1452 *dy = -map2->height;
1359 } 1453 }
1360 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1361 { /* right down */ 1455 { /* right down */
1362 *dx = map1->width; 1456 *dx = +map1->width;
1363 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1364 } 1458 }
1365 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1366 { /* down right */ 1460 { /* down right */
1367 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1368 *dy = map1->height; 1462 *dy = +map1->height;
1369 } 1463 }
1370 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1371 { /* down left */ 1465 { /* down left */
1372 *dx = -map2->width; 1466 *dx = -map2->width;
1373 *dy = map1->height; 1467 *dy = +map1->height;
1374 } 1468 }
1375 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1376 { /* left up */ 1470 { /* left up */
1377 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1378 *dy = -map2->height; 1472 *dy = -map2->height;
1379 } 1473 }
1380 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1381 { /* left down */ 1475 { /* left down */
1382 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1383 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1384 } 1478 }
1385 else 1479 else
1386 return 0; 1480 return 0;
1387 1481
1388 return 1; 1482 return 1;
1411 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
1412 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1413 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1414 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1415 * monster that is closest. 1509 * monster that is closest.
1416 * 1510 *
1417 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1418 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1419 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1420 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1421 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1478 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1479 } 1573 }
1480} 1574}
1481 1575
1482/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1483 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1484 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1485 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
1486 * the path, we need this. 1580 * the path, we need this.
1487 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1488 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1489 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1490 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1491 */ 1585 */
1492void 1586void
1493get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1494{ 1588{
1495 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1496 { 1590 {
1497 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1498 retval->distance = 100000; 1592 retval->distance = 100000;
1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1621{ 1715{
1622 // clip to map to the left 1716 // clip to map to the left
1623 if (x0 < 0) 1717 if (x0 < 0)
1624 { 1718 {
1625 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1626 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1627 1721
1628 if (x1 < 0) // entirely to the left 1722 if (x1 < 0) // entirely to the left
1629 return; 1723 return;
1630 1724
1632 } 1726 }
1633 1727
1634 // clip to map to the right 1728 // clip to map to the right
1635 if (x1 > m->width) 1729 if (x1 > m->width)
1636 { 1730 {
1637 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1638 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1639 1733
1640 if (x0 > m->width) // entirely to the right 1734 if (x0 >= m->width) // entirely to the right
1641 return; 1735 return;
1642 1736
1643 x1 = m->width; 1737 x1 = m->width;
1644 } 1738 }
1645 1739
1646 // clip to map above 1740 // clip to map to the north
1647 if (y0 < 0) 1741 if (y0 < 0)
1648 { 1742 {
1649 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1650 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1651 1745
1652 if (y1 < 0) // entirely above 1746 if (y1 < 0) // entirely to the north
1653 return; 1747 return;
1654 1748
1655 y0 = 0; 1749 y0 = 0;
1656 } 1750 }
1657 1751
1658 // clip to map below 1752 // clip to map to the south
1659 if (y1 > m->height) 1753 if (y1 > m->height)
1660 { 1754 {
1661 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1662 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1663 1757
1664 if (y0 > m->height) // entirely below 1758 if (y0 >= m->height) // entirely to the south
1665 return; 1759 return;
1666 1760
1667 y1 = m->height; 1761 y1 = m->height;
1668 } 1762 }
1669 1763

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