ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.207 by root, Thu May 5 18:59:43 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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.
369 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
370 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
371 op->activate_recursive (); 372 op->activate_recursive ();
372 373
373 state = MAP_ACTIVE; 374 state = MAP_ACTIVE;
375
376 activate_physics ();
374} 377}
375 378
376void 379void
377maptile::deactivate () 380maptile::deactivate ()
378{ 381{
403 406
404 for (object *op = spaces [i].bot; op; op = op->above) 407 for (object *op = spaces [i].bot; op; op = op->above)
405 { 408 {
406 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
407 410
408 if (expect_false (!op->can_map_save ())) 411 if (ecb_expect_false (!op->can_map_save ()))
409 continue; 412 continue;
410 413
411 if (expect_false (unique || op->flag [FLAG_UNIQUE])) 414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
412 { 415 {
413 if (flags & IO_UNIQUES) 416 if (flags & IO_UNIQUES)
414 op->write (f); 417 op->write (f);
415 } 418 }
416 else if (expect_true (flags & IO_OBJECTS)) 419 else if (ecb_expect_true (flags & IO_OBJECTS))
417 op->write (f); 420 op->write (f);
418 } 421 }
419 } 422 }
420 423
421 coroapi::cede_to_tick (); 424 coroapi::cede_to_tick ();
481 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
482} 485}
483 486
484//+GPL 487//+GPL
485 488
486/* 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
487 * 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
488 * at a later date. 491 * at a later date.
489 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
490 */ 493 */
491static shopitems * 494static shopitems *
492parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
541 *q = '\0'; 544 *q = '\0';
542 545
543 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
544 if (current_type) 547 if (current_type)
545 { 548 {
546 items[i].name = current_type->name; 549 items[i].name = current_type->name;
547 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
548 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
549 } 552 }
550 else 553 else
551 { /* 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
552 * 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
553 */ 556 */
554 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);
555 } 558 }
556 } 559 }
557 560
669 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
670 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;
671 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
672 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;
673 676
674 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
675 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
676 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
677 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
678 case KW_tile_path_5: thawer.get (tile_path [4]); break; 681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
679 case KW_tile_path_6: thawer.get (tile_path [5]); break; 682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
680 683
681 case KW_ERROR: 684 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value); 685 set_key_text (thawer.kw_str, thawer.value);
683 break; 686 break;
684 687
763 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
764 767
765 MAP_OUT (per_player); 768 MAP_OUT (per_player);
766 MAP_OUT (per_party); 769 MAP_OUT (per_party);
767 770
768 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]);
769 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 ]);
770 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]);
771 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 ]);
772 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]); 775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
773 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]); 776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
774 777
775 freezer.put (this); 778 freezer.put (this);
776 freezer.put (KW(end)); 779 freezer.put (KW(end));
777 780
778 return true; 781 return true;
835 msg = 0; 838 msg = 0;
836 maplore = 0; 839 maplore = 0;
837 shoprace = 0; 840 shoprace = 0;
838 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
839 842
840 for (int i = 0; i < array_length (tile_path); i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
841 tile_path [i] = 0; 844 tile_path [i] = 0;
842} 845}
843 846
844maptile::~maptile () 847maptile::~maptile ()
845{ 848{
852 /* 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
853 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
854 * 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
855 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
856 */ 859 */
857 for (int i = 0; i < array_length (tile_path); i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
858 if (tile_map[i] == m) 861 if (tile_map[i] == m)
859 tile_map[i] = 0; 862 tile_map[i] = 0;
860} 863}
861 864
862void 865void
1015 update_all_map_los (this); 1018 update_all_map_los (this);
1016 1019
1017 return 1; 1020 return 1;
1018} 1021}
1019 1022
1020/* 1023/*
1021 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1022 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1023 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1024 * through, etc) 1027 * through, etc)
1025 */ 1028 */
1056 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1057 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1058 * 1061 *
1059 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1060 */ 1063 */
1061 if (expect_true (!tmp->invisible)) 1064 if (ecb_expect_true (!tmp->invisible))
1062 { 1065 {
1063 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) 1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1064 top = tmp; 1067 top = tmp;
1065 else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1066 { 1069 {
1067 /* 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,
1068 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1069 */ 1072 */
1070 middle = 0; 1073 middle = 0;
1073 volume = 0; 1076 volume = 0;
1074 items = 0; 1077 items = 0;
1075 } 1078 }
1076 else 1079 else
1077 { 1080 {
1078 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1079 { 1082 {
1080 ++items; 1083 ++items;
1081 volume += tmp->volume (); 1084 volume += tmp->volume ();
1082 } 1085 }
1083 1086
1084 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1085 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) 1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1086 anywhere = tmp; 1089 anywhere = tmp;
1087 1090
1088 /* Find the highest visible face around. If equal 1091 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the 1092 * visibilities, we still want the one nearer to the
1090 * top 1093 * top
1091 */ 1094 */
1092 if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) 1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1093 { 1096 {
1094 middle_visibility = ::faces [tmp->face].visibility; 1097 middle_visibility = ::faces [tmp->face].visibility;
1095 middle = tmp; 1098 middle = tmp;
1096 } 1099 }
1097 } 1100 }
1129 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1130 1133
1131 /* 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),
1132 * 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
1133 * this point. 1136 * this point.
1134 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1135 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1136 * 1139 *
1137 * 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.
1138 */ 1141 */
1139 1142
1140 /* 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
1141 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1142 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1143 * 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.
1144 */ 1147 */
1145 if (top == middle) 1148 if (top == middle)
1146 middle = 0; 1149 middle = 0;
1147 1150
1176 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1177 * middle is not set 1180 * middle is not set
1178 * 1181 *
1179 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1180 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1181 * 1184 *
1182 */ 1185 */
1183 if (tmp != top) 1186 if (tmp != top)
1184 { 1187 {
1185 middle = tmp; 1188 middle = tmp;
1186 break; 1189 break;
1193 middle = 0; 1196 middle = 0;
1194 1197
1195 if (top == middle) 1198 if (top == middle)
1196 middle = 0; 1199 middle = 0;
1197 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
1198#if 0 1224#if 0
1199 faces_obj [0] = top; 1225 faces_obj [0] = top;
1200 faces_obj [1] = middle; 1226 faces_obj [1] = middle;
1201 faces_obj [2] = floor; 1227 faces_obj [2] = floor;
1202#endif 1228#endif
1203} 1229}
1204 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
1205maptile * 1245maptile *
1206maptile::tile_available (int dir, bool load) 1246maptile::tile_available (int dir, bool load)
1207{ 1247{
1208 if (tile_path[dir])
1209 {
1210 // map is there and we don't need to load it OR it's loaded => return what we have 1248 // map is there and we don't need to load it OR it's loaded => return what we have
1211 if (tile_map[dir] && (!load || tile_map[dir]->linkable ())) 1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1212 return tile_map[dir]; 1250 return tile_map [dir];
1213 1251
1252 if (tile_path [dir])
1253 {
1214 // well, try to locate it then, if possible - maybe it's there already 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.
1215 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 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
1216 return tile_map[dir]; 1286 return tile_map [dir] = m;
1287 }
1217 } 1288 }
1218 1289
1219 return 0; 1290 return 0;
1220} 1291}
1221 1292
1222/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1223 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1224 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1225 * This is the function should always be used when it 1296 * This is the function should always be used when it
1226 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1227 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1228 * tiled maps. 1299 * tiled maps.
1229 */ 1300 */
1230int 1301int
1231out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1232{ 1303{
1237 if (!m) 1308 if (!m)
1238 return 0; 1309 return 0;
1239 1310
1240 if (x < 0) 1311 if (x < 0)
1241 { 1312 {
1242 if (!m->tile_available (3)) 1313 if (!m->tile_available (TILE_WEST))
1243 return 1; 1314 return 1;
1244 1315
1245 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);
1246 } 1317 }
1247 1318
1248 if (x >= m->width) 1319 if (x >= m->width)
1249 { 1320 {
1250 if (!m->tile_available (1)) 1321 if (!m->tile_available (TILE_EAST))
1251 return 1; 1322 return 1;
1252 1323
1253 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);
1254 } 1325 }
1255 1326
1256 if (y < 0) 1327 if (y < 0)
1257 { 1328 {
1258 if (!m->tile_available (0)) 1329 if (!m->tile_available (TILE_NORTH))
1259 return 1; 1330 return 1;
1260 1331
1261 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);
1262 } 1333 }
1263 1334
1264 if (y >= m->height) 1335 if (y >= m->height)
1265 { 1336 {
1266 if (!m->tile_available (2)) 1337 if (!m->tile_available (TILE_SOUTH))
1267 return 1; 1338 return 1;
1268 1339
1269 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);
1270 } 1341 }
1271 1342
1272 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1273 * map. 1344 * map.
1274 */ 1345 */
1276} 1347}
1277 1348
1278/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1279 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1280 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1281 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1282 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1283 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1284 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1285 */ 1356 */
1286maptile * 1357maptile *
1287maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1288{ 1359{
1289 if (x < 0) 1360 if (x < 0)
1290 { 1361 {
1291 if (!tile_available (3)) 1362 if (!tile_available (TILE_WEST))
1292 return 0; 1363 return 0;
1293 1364
1294 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1295 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1296 } 1367 }
1297 1368
1298 if (x >= width) 1369 if (x >= width)
1299 { 1370 {
1300 if (!tile_available (1)) 1371 if (!tile_available (TILE_EAST))
1301 return 0; 1372 return 0;
1302 1373
1303 x -= width; 1374 x -= width;
1304 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1305 } 1376 }
1306 1377
1307 if (y < 0) 1378 if (y < 0)
1308 { 1379 {
1309 if (!tile_available (0)) 1380 if (!tile_available (TILE_NORTH))
1310 return 0; 1381 return 0;
1311 1382
1312 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1313 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1314 } 1385 }
1315 1386
1316 if (y >= height) 1387 if (y >= height)
1317 { 1388 {
1318 if (!tile_available (2)) 1389 if (!tile_available (TILE_SOUTH))
1319 return 0; 1390 return 0;
1320 1391
1321 y -= height; 1392 y -= height;
1322 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1323 } 1394 }
1324 1395
1325 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1326 * map. 1397 * map.
1327 */ 1398 */
1434 * 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
1435 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1436 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1437 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1438 * monster that is closest. 1509 * monster that is closest.
1439 * 1510 *
1440 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1441 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1442 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1443 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1444 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1500 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));
1501 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1502 } 1573 }
1503} 1574}
1504 1575
1505/* 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
1506 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1507 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1508 * 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
1509 * the path, we need this. 1580 * the path, we need this.
1510 * 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
1511 * 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
1512 * 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
1658 if (x1 > m->width) 1729 if (x1 > m->width)
1659 { 1730 {
1660 if (maptile *tile = m->tile_available (TILE_EAST, 1)) 1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1661 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);
1662 1733
1663 if (x0 > m->width) // entirely to the right 1734 if (x0 >= m->width) // entirely to the right
1664 return; 1735 return;
1665 1736
1666 x1 = m->width; 1737 x1 = m->width;
1667 } 1738 }
1668 1739
1669 // clip to map above 1740 // clip to map to the north
1670 if (y0 < 0) 1741 if (y0 < 0)
1671 { 1742 {
1672 if (maptile *tile = m->tile_available (TILE_NORTH, 1)) 1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1673 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);
1674 1745
1675 if (y1 < 0) // entirely above 1746 if (y1 < 0) // entirely to the north
1676 return; 1747 return;
1677 1748
1678 y0 = 0; 1749 y0 = 0;
1679 } 1750 }
1680 1751
1681 // clip to map below 1752 // clip to map to the south
1682 if (y1 > m->height) 1753 if (y1 > m->height)
1683 { 1754 {
1684 if (maptile *tile = m->tile_available (TILE_SOUTH, 1)) 1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1685 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);
1686 1757
1687 if (y0 > m->height) // entirely below 1758 if (y0 >= m->height) // entirely to the south
1688 return; 1759 return;
1689 1760
1690 y1 = m->height; 1761 y1 = m->height;
1691 } 1762 }
1692 1763

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines