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Comparing deliantra/server/common/map.c (file contents):
Revision 1.3 by root, Tue Feb 21 11:00:07 2006 UTC vs.
Revision 1.4 by elmex, Wed Feb 22 18:53:48 2006 UTC

1/* 1/*
2 * static char *rcsid_map_c = 2 * static char *rcsid_map_c =
3 * "$Id: map.c,v 1.3 2006/02/21 11:00:07 root Exp $"; 3 * "$Id: map.c,v 1.4 2006/02/22 18:53:48 elmex Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
207 * Prints out debug-information about a map. 207 * Prints out debug-information about a map.
208 * Dumping these at llevError doesn't seem right, but is 208 * Dumping these at llevError doesn't seem right, but is
209 * necessary to make sure the information is in fact logged. 209 * necessary to make sure the information is in fact logged.
210 */ 210 */
211 211
212void dump_map(mapstruct *m) { 212void dump_map(const mapstruct *m) {
213 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory); 213 LOG(llevError,"Map %s status: %d.\n",m->path,m->in_memory);
214 LOG(llevError,"Size: %dx%d Start: %d,%d\n", 214 LOG(llevError,"Size: %dx%d Start: %d,%d\n",
215 MAP_WIDTH(m), MAP_HEIGHT(m), 215 MAP_WIDTH(m), MAP_HEIGHT(m),
216 MAP_ENTER_X(m), MAP_ENTER_Y(m)); 216 MAP_ENTER_X(m), MAP_ENTER_Y(m));
217 217
218 if(m->msg!=NULL) 218 if(m->msg!=NULL)
219 LOG(llevError,"Message:\n%s",m->msg); 219 LOG(llevError,"Message:\n%s",m->msg);
220
221 if(m->maplore!=NULL)
222 LOG(llevError,"Lore:\n%s",m->maplore);
220 223
221 if(m->tmpname!=NULL) 224 if(m->tmpname!=NULL)
222 LOG(llevError,"Tmpname: %s\n",m->tmpname); 225 LOG(llevError,"Tmpname: %s\n",m->tmpname);
223 226
224 LOG(llevError,"Difficulty: %d\n",m->difficulty); 227 LOG(llevError,"Difficulty: %d\n",m->difficulty);
304 * go further. Not true for players - all sorts of special 307 * go further. Not true for players - all sorts of special
305 * things we need to do for players. 308 * things we need to do for players.
306 */ 309 */
307 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0; 310 if (ob->type != PLAYER && ! (mflags & P_IS_ALIVE) && (blocked==0)) return 0;
308 311
312 /* if there isn't anytyhing alive on this space, and this space isn't
313 * otherwise blocked, we can return now. Only if there is a living
314 * creature do we need to investigate if it is part of this creature
315 * or another. Likewise, only if something is blocking us do we
316 * need to investigate if there is a special circumstance that would
317 * let the player through (inventory checkers for example)
318 */
319 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK(ob, blocked)) return 0;
309 320
310 if(ob->head != NULL) 321 if(ob->head != NULL)
311 ob=ob->head; 322 ob=ob->head;
312 323
313 /* We basically go through the stack of objects, and if there is 324 /* We basically go through the stack of objects, and if there is
381 * Note this used to be arch_blocked, but with new movement 392 * Note this used to be arch_blocked, but with new movement
382 * code, we need to have actual object to check its move_type 393 * code, we need to have actual object to check its move_type
383 * against the move_block values. 394 * against the move_block values.
384 */ 395 */
385 396
386int ob_blocked(object *ob,mapstruct *m,sint16 x,sint16 y) { 397int ob_blocked(const object *ob,mapstruct *m,sint16 x,sint16 y) {
387 archetype *tmp; 398 archetype *tmp;
388 int flag; 399 int flag;
389 mapstruct *m1; 400 mapstruct *m1;
390 sint16 sx, sy; 401 sint16 sx, sy;
391 402
401 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy); 412 flag = get_map_flags(m, &m1, x+tmp->clone.x,y+tmp->clone.y, &sx, &sy);
402 413
403 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP; 414 if (flag & P_OUT_OF_MAP) return P_OUT_OF_MAP;
404 if (flag & P_IS_ALIVE) return P_IS_ALIVE; 415 if (flag & P_IS_ALIVE) return P_IS_ALIVE;
405 416
417 /* find_first_free_spot() calls this function. However, often
418 * ob doesn't have any move type (when used to place exits)
419 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
420 */
421
422 if (ob->move_type == 0 && GET_MAP_MOVE_BLOCK(m1, sx, sy) != MOVE_ALL) continue;
423
406 /* Note it is intentional that we check ob - the movement type of the 424 /* Note it is intentional that we check ob - the movement type of the
407 * head of the object should correspond for the entire object. 425 * head of the object should correspond for the entire object.
408 */ 426 */
409
410 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy))) 427 if (OB_TYPE_MOVE_BLOCK(ob, GET_MAP_MOVE_BLOCK(m1, sx, sy)))
411 return AB_NO_PASS; 428 return AB_NO_PASS;
412 429
413 } 430 }
414 return 0; 431 return 0;
778 * return 0 on success, 1 on failure. 795 * return 0 on success, 1 on failure.
779 */ 796 */
780 797
781static int load_map_header(FILE *fp, mapstruct *m) 798static int load_map_header(FILE *fp, mapstruct *m)
782{ 799{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], *key=NULL, *value, *end; 800 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key=NULL, *value, *end;
784 int msgpos=0; 801 int msgpos=0;
802 int maplorepos=0;
785 803
786 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) { 804 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
787 buf[HUGE_BUF-1] = 0; 805 buf[HUGE_BUF-1] = 0;
788 key = buf; 806 key = buf;
789 while (isspace(*key)) key++; 807 while (isspace(*key)) key++;
843 * keep the empty message. Also, msgbuf contains garbage data 861 * keep the empty message. Also, msgbuf contains garbage data
844 * when msgpos is zero, so copying it results in crashes 862 * when msgpos is zero, so copying it results in crashes
845 */ 863 */
846 if (msgpos != 0) 864 if (msgpos != 0)
847 m->msg = strdup_local(msgbuf); 865 m->msg = strdup_local(msgbuf);
866 }
867 else if (!strcmp(key,"maplore")) {
868 while (fgets(buf, HUGE_BUF-1, fp)!=NULL) {
869 if (!strcmp(buf,"endmaplore\n")) break;
870 else {
871 /* slightly more efficient than strcat */
872 strcpy(maplorebuf+maplorepos, buf);
873 maplorepos += strlen(buf);
874 }
875 }
876 if (maplorepos != 0)
877 m->maplore = strdup_local(maplorebuf);
848 } 878 }
849 else if (!strcmp(key,"end")) { 879 else if (!strcmp(key,"end")) {
850 break; 880 break;
851 } 881 }
852 else if (value == NULL) { 882 else if (value == NULL) {
1259 if (m->width) fprintf(fp,"width %d\n", m->width); 1289 if (m->width) fprintf(fp,"width %d\n", m->width);
1260 if (m->height) fprintf(fp,"height %d\n", m->height); 1290 if (m->height) fprintf(fp,"height %d\n", m->height);
1261 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x); 1291 if (m->enter_x) fprintf(fp,"enter_x %d\n", m->enter_x);
1262 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y); 1292 if (m->enter_y) fprintf(fp,"enter_y %d\n", m->enter_y);
1263 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg); 1293 if (m->msg) fprintf(fp,"msg\n%sendmsg\n", m->msg);
1294 if (m->maplore) fprintf(fp,"maplore\n%sendmaplore\n", m->maplore);
1264 if (m->unique) fprintf(fp,"unique %d\n", m->unique); 1295 if (m->unique) fprintf(fp,"unique %d\n", m->unique);
1265 if (m->template) fprintf(fp,"template %d\n", m->template); 1296 if (m->template) fprintf(fp,"template %d\n", m->template);
1266 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor); 1297 if (m->outdoor) fprintf(fp,"outdoor %d\n", m->outdoor);
1267 if (m->temp) fprintf(fp, "temp %d\n", m->temp); 1298 if (m->temp) fprintf(fp, "temp %d\n", m->temp);
1268 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure); 1299 if (m->pressure) fprintf(fp, "pressure %d\n", m->pressure);
1395 } 1426 }
1396 if (flag && m->spaces) free_all_objects(m); 1427 if (flag && m->spaces) free_all_objects(m);
1397 if (m->name) FREE_AND_CLEAR(m->name); 1428 if (m->name) FREE_AND_CLEAR(m->name);
1398 if (m->spaces) FREE_AND_CLEAR(m->spaces); 1429 if (m->spaces) FREE_AND_CLEAR(m->spaces);
1399 if (m->msg) FREE_AND_CLEAR(m->msg); 1430 if (m->msg) FREE_AND_CLEAR(m->msg);
1431 if (m->maplore) FREE_AND_CLEAR(m->maplore);
1400 if (m->shopitems) FREE_AND_CLEAR(m->shopitems); 1432 if (m->shopitems) FREE_AND_CLEAR(m->shopitems);
1401 if (m->shoprace) FREE_AND_CLEAR(m->shoprace); 1433 if (m->shoprace) FREE_AND_CLEAR(m->shoprace);
1402 if (m->buttons) 1434 if (m->buttons)
1403 free_objectlinkpt(m->buttons); 1435 free_objectlinkpt(m->buttons);
1404 m->buttons = NULL; 1436 m->buttons = NULL;
1692void update_position (mapstruct *m, int x, int y) { 1724void update_position (mapstruct *m, int x, int y) {
1693 object *tmp, *last = NULL; 1725 object *tmp, *last = NULL;
1694 uint8 flags = 0, oldflags, light=0, anywhere=0; 1726 uint8 flags = 0, oldflags, light=0, anywhere=0;
1695 New_Face *top,*floor, *middle; 1727 New_Face *top,*floor, *middle;
1696 object *top_obj, *floor_obj, *middle_obj; 1728 object *top_obj, *floor_obj, *middle_obj;
1697 MoveType move_block=0, move_slow=0, move_on=0, move_off=0; 1729 MoveType move_block=0, move_slow=0, move_on=0, move_off=0, move_allow=0;
1698 1730
1699 oldflags = GET_MAP_FLAGS(m,x,y); 1731 oldflags = GET_MAP_FLAGS(m,x,y);
1700 if (!(oldflags & P_NEED_UPDATE)) { 1732 if (!(oldflags & P_NEED_UPDATE)) {
1701 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n", 1733 LOG(llevDebug,"update_position called with P_NEED_UPDATE not set: %s (%d, %d)\n",
1702 m->path, x, y); 1734 m->path, x, y);
1765 1797
1766 move_slow |= tmp->move_slow; 1798 move_slow |= tmp->move_slow;
1767 move_block |= tmp->move_block; 1799 move_block |= tmp->move_block;
1768 move_on |= tmp->move_on; 1800 move_on |= tmp->move_on;
1769 move_off |= tmp->move_off; 1801 move_off |= tmp->move_off;
1802 move_allow |= tmp->move_allow;
1770 1803
1771 if (QUERY_FLAG(tmp,FLAG_ALIVE)) 1804 if (QUERY_FLAG(tmp,FLAG_ALIVE))
1772 flags |= P_IS_ALIVE; 1805 flags |= P_IS_ALIVE;
1773 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC)) 1806 if (QUERY_FLAG(tmp,FLAG_NO_MAGIC))
1774 flags |= P_NO_MAGIC; 1807 flags |= P_NO_MAGIC;
1788 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n", 1821 LOG(llevDebug,"update_position: updated flags do not match old flags: %s (old=%d,new=%d) %x != %x\n",
1789 m->path, x, y, 1822 m->path, x, y,
1790 (oldflags & ~P_NEED_UPDATE), flags); 1823 (oldflags & ~P_NEED_UPDATE), flags);
1791 } 1824 }
1792 SET_MAP_FLAGS(m, x, y, flags); 1825 SET_MAP_FLAGS(m, x, y, flags);
1793 SET_MAP_MOVE_BLOCK(m, x, y, move_block); 1826 SET_MAP_MOVE_BLOCK(m, x, y, move_block & ~move_allow);
1794 SET_MAP_MOVE_ON(m, x, y, move_on); 1827 SET_MAP_MOVE_ON(m, x, y, move_on);
1795 SET_MAP_MOVE_OFF(m, x, y, move_off); 1828 SET_MAP_MOVE_OFF(m, x, y, move_off);
1796 SET_MAP_MOVE_SLOW(m, x, y, move_slow); 1829 SET_MAP_MOVE_SLOW(m, x, y, move_slow);
1797 1830
1798 /* At this point, we have a floor face (if there is a floor), 1831 /* At this point, we have a floor face (if there is a floor),
2046 return 0; 2079 return 0;
2047 2080
2048 return 1; 2081 return 1;
2049} 2082}
2050 2083
2084/**
2085 * Return whether map2 is adjacent to map1. If so, store the distance from
2086 * map1 to map2 in dx/dy.
2087 */
2088static int adjacent_map(const mapstruct *map1, const mapstruct *map2, int *dx, int *dy) {
2089 if (!map1 || !map2)
2090 return 0;
2091
2092 if (map1 == map2) {
2093 *dx = 0;
2094 *dy = 0;
2095
2096 } else if (map1->tile_map[0] == map2) { /* up */
2097 *dx = 0;
2098 *dy = -MAP_HEIGHT(map2);
2099 } else if (map1->tile_map[1] == map2) { /* right */
2100 *dx = MAP_WIDTH(map1);
2101 *dy = 0;
2102 } else if (map1->tile_map[2] == map2) { /* down */
2103 *dx = 0;
2104 *dy = MAP_HEIGHT(map1);
2105 } else if (map1->tile_map[3] == map2) { /* left */
2106 *dx = -MAP_WIDTH(map2);
2107 *dy = 0;
2108
2109 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) { /* up right */
2110 *dx = MAP_WIDTH(map1->tile_map[0]);
2111 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2112 } else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) { /* up left */
2113 *dx = -MAP_WIDTH(map2);
2114 *dy = -MAP_HEIGHT(map1->tile_map[0]);
2115 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) { /* right up */
2116 *dx = MAP_WIDTH(map1);
2117 *dy = -MAP_HEIGHT(map2);
2118 } else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) { /* right down */
2119 *dx = MAP_WIDTH(map1);
2120 *dy = MAP_HEIGHT(map1->tile_map[1]);
2121 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) { /* down right */
2122 *dx = MAP_WIDTH(map1->tile_map[2]);
2123 *dy = MAP_HEIGHT(map1);
2124 } else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) { /* down left */
2125 *dx = -MAP_WIDTH(map2);
2126 *dy = MAP_HEIGHT(map1);
2127 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) { /* left up */
2128 *dx = -MAP_WIDTH(map1->tile_map[3]);
2129 *dy = -MAP_HEIGHT(map2);
2130 } else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) { /* left down */
2131 *dx = -MAP_WIDTH(map1->tile_map[3]);
2132 *dy = MAP_HEIGHT(map1->tile_map[3]);
2133
2134 } else { /* not "adjacent" enough */
2135 return 0;
2136 }
2137
2138 return 1;
2139}
2140
2051/* From map.c 2141/* From map.c
2052 * This is used by get_player to determine where the other 2142 * This is used by get_player to determine where the other
2053 * creature is. get_rangevector takes into account map tiling, 2143 * creature is. get_rangevector takes into account map tiling,
2054 * so you just can not look the the map coordinates and get the 2144 * so you just can not look the the map coordinates and get the
2055 * righte value. distance_x/y are distance away, which 2145 * righte value. distance_x/y are distance away, which
2067 * 2157 *
2068 * currently, the only flag supported (0x1) is don't translate for 2158 * currently, the only flag supported (0x1) is don't translate for
2069 * closest body part of 'op1' 2159 * closest body part of 'op1'
2070 */ 2160 */
2071 2161
2072void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) 2162void get_rangevector(object *op1, object *op2, rv_vector *retval, int flags) {
2073{
2074 if (!adjacent_map (op1->map, op2->map, &(retval->distance_x), &(retval->distance_y))) 2163 if (!adjacent_map(op1->map, op2->map, &retval->distance_x, &retval->distance_y)) {
2075 {
2076 // be conservative and fill in _some_ data 2164 /* be conservative and fill in _some_ data */
2077 retval->distance = 100000; 2165 retval->distance = 100000;
2078 retval->distance_x = 32767; 2166 retval->distance_x = 32767;
2079 retval->distance_y = 32767; 2167 retval->distance_y = 32767;
2080 retval->direction = 0; 2168 retval->direction = 0;
2081 retval->part = 0; 2169 retval->part = 0;
2082 }
2083 else 2170 } else {
2084 {
2085 object *best; 2171 object *best;
2086 2172
2087 retval->distance_x += op2->x - op1->x; 2173 retval->distance_x += op2->x-op1->x;
2088 retval->distance_y += op2->y - op1->y; 2174 retval->distance_y += op2->y-op1->y;
2089 2175
2090 best = op1; 2176 best = op1;
2091 /* If this is multipart, find the closest part now */ 2177 /* If this is multipart, find the closest part now */
2092 if (!(flags & 0x1) && op1->more) { 2178 if (!(flags&0x1) && op1->more) {
2093 object *tmp; 2179 object *tmp;
2094 int best_distance = retval->distance_x * retval->distance_x + 2180 int best_distance = retval->distance_x*retval->distance_x+
2095 retval->distance_y * retval->distance_y, tmpi; 2181 retval->distance_y*retval->distance_y, tmpi;
2096 2182
2097 /* we just tkae the offset of the piece to head to figure 2183 /* we just take the offset of the piece to head to figure
2098 * distance instead of doing all that work above again 2184 * distance instead of doing all that work above again
2099 * since the distance fields we set above are positive in the 2185 * since the distance fields we set above are positive in the
2100 * same axis as is used for multipart objects, the simply arithemetic 2186 * same axis as is used for multipart objects, the simply arithmetic
2101 * below works. 2187 * below works.
2102 */ 2188 */
2103 for (tmp=op1->more; tmp; tmp=tmp->more) { 2189 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) {
2104 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 2190 tmpi = (op1->x-tmp->x+retval->distance_x)*(op1->x-tmp->x+retval->distance_x)+
2105 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 2191 (op1->y-tmp->y+retval->distance_y)*(op1->y-tmp->y+retval->distance_y);
2106 if (tmpi < best_distance) { 2192 if (tmpi < best_distance) {
2107 best_distance = tmpi; 2193 best_distance = tmpi;
2108 best = tmp; 2194 best = tmp;
2109 } 2195 }
2110 } 2196 }
2111 if (best != op1) { 2197 if (best != op1) {
2112 retval->distance_x += op1->x - best->x; 2198 retval->distance_x += op1->x-best->x;
2113 retval->distance_y += op1->y - best->y; 2199 retval->distance_y += op1->y-best->y;
2114 } 2200 }
2115 } 2201 }
2116 retval->part = best; 2202 retval->part = best;
2117 retval->distance = isqrt(retval->distance_x*retval->distance_x + retval->distance_y*retval->distance_y); 2203 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2118 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 2204 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2119 } 2205 }
2120} 2206}
2121 2207
2122/* this is basically the same as get_rangevector above, but instead of 2208/* this is basically the same as get_rangevector above, but instead of
2123 * the first parameter being an object, it instead is the map 2209 * the first parameter being an object, it instead is the map
2124 * and x,y coordinates - this is used for path to player - 2210 * and x,y coordinates - this is used for path to player -
2128 * be more consistant with the above function and also in case they are needed 2214 * be more consistant with the above function and also in case they are needed
2129 * for something in the future. Also, since no object is pasted, the best 2215 * for something in the future. Also, since no object is pasted, the best
2130 * field of the rv_vector is set to NULL. 2216 * field of the rv_vector is set to NULL.
2131 */ 2217 */
2132 2218
2133void get_rangevector_from_mapcoord(mapstruct *m, int x, int y, object *op2, rv_vector *retval,int flags) 2219void get_rangevector_from_mapcoord(const mapstruct *m, int x, int y, const object *op2, rv_vector *retval, int flags) {
2134{
2135 if (!adjacent_map (m, op2->map, &(retval->distance_x), &(retval->distance_y))) 2220 if (!adjacent_map(m, op2->map, &retval->distance_x, &retval->distance_y)) {
2136 {
2137 // be conservative and fill in _some_ data 2221 /* be conservative and fill in _some_ data */
2138 retval->distance = 100000; 2222 retval->distance = 100000;
2139 retval->distance_x = 32767; 2223 retval->distance_x = 32767;
2140 retval->distance_y = 32767; 2224 retval->distance_y = 32767;
2141 retval->direction = 0; 2225 retval->direction = 0;
2142 retval->part = 0; 2226 retval->part = 0;
2143 }
2144 else 2227 } else {
2145 {
2146 retval->distance_x += op2->x - x; 2228 retval->distance_x += op2->x-x;
2147 retval->distance_y += op2->y - y; 2229 retval->distance_y += op2->y-y;
2148 2230
2149 retval->part = NULL; 2231 retval->part = NULL;
2150 retval->distance = isqrt(retval->distance_x*retval->distance_x + retval->distance_y*retval->distance_y); 2232 retval->distance = isqrt(retval->distance_x*retval->distance_x+retval->distance_y*retval->distance_y);
2151 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y); 2233 retval->direction = find_dir_2(-retval->distance_x, -retval->distance_y);
2152 } 2234 }
2153} 2235}
2154 2236
2155/* Returns true of op1 and op2 are effectively on the same map 2237/* Returns true of op1 and op2 are effectively on the same map
2156 * (as related to map tiling). Note that this looks for a path from 2238 * (as related to map tiling). Note that this looks for a path from
2157 * op1 to op2, so if the tiled maps are assymetric and op2 has a path 2239 * op1 to op2, so if the tiled maps are assymetric and op2 has a path
2158 * to op1, this will still return false. 2240 * to op1, this will still return false.
2159 * Note we only look one map out to keep the processing simple 2241 * Note we only look one map out to keep the processing simple
2160 * and efficient. This could probably be a macro. 2242 * and efficient. This could probably be a macro.
2161 * MSW 2001-08-05 2243 * MSW 2001-08-05
2162 */ 2244 */
2163int on_same_map(object *op1, object *op2) 2245int on_same_map(const object *op1, const object *op2) {
2164{
2165 int dx, dy; 2246 int dx, dy;
2166 2247
2167 return adjacent_map (op1->map, op2->map, &dx, &dy); 2248 return adjacent_map(op1->map, op2->map, &dx, &dy);
2168} 2249}

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