… | |
… | |
40 | { |
40 | { |
41 | new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION); |
41 | new_draw_info_format (NDI_UNIQUE, 0, op, "This is Deliantra v%s", VERSION); |
42 | } |
42 | } |
43 | |
43 | |
44 | /* This is a basic little function to put the player back to his |
44 | /* This is a basic little function to put the player back to his |
45 | * savebed. We do some error checking - its possible that the |
45 | * savebed. |
46 | * savebed map may no longer exist, so we make sure the player |
|
|
47 | * goes someplace. |
|
|
48 | */ |
46 | */ |
49 | void |
47 | void |
50 | enter_player_savebed (object *op) |
48 | enter_player_savebed (object *op) |
51 | { |
49 | { |
52 | op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y); |
50 | op->player_goto (op->contr->savebed_map, op->contr->bed_x, op->contr->bed_y); |
… | |
… | |
57 | * new map. map, x, y must be set. map is the map we are moving the |
55 | * new map. map, x, y must be set. map is the map we are moving the |
58 | * player to - it could be the map he just came from if the load failed for |
56 | * player to - it could be the map he just came from if the load failed for |
59 | * whatever reason. If default map coordinates are to be used, then |
57 | * whatever reason. If default map coordinates are to be used, then |
60 | * the function that calls this should figure them out. |
58 | * the function that calls this should figure them out. |
61 | */ |
59 | */ |
62 | void |
60 | bool |
63 | object::enter_map (maptile *newmap, int x, int y) |
61 | object::enter_map (maptile *newmap, int x, int y) |
64 | { |
62 | { |
65 | if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE) |
63 | if (destroyed () || !newmap || newmap->in_memory != MAP_ACTIVE) |
66 | return; |
64 | return false; |
67 | |
65 | |
68 | if (out_of_map (newmap, x, y)) |
66 | if (out_of_map (newmap, x, y)) |
69 | { |
67 | { |
70 | LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); |
68 | LOG (llevError, "enter_map: supplied coordinates are not within the map! (%s: %d, %d)\n", &newmap->path, x, y); |
71 | x = newmap->enter_x; |
69 | x = newmap->enter_x; |
… | |
… | |
73 | if (out_of_map (newmap, x, y)) |
71 | if (out_of_map (newmap, x, y)) |
74 | { |
72 | { |
75 | LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
73 | LOG (llevError, "enter_map: map %s provides invalid default enter location (%d, %d) > (%d, %d)\n", |
76 | &newmap->path, x, y, newmap->width, newmap->height); |
74 | &newmap->path, x, y, newmap->width, newmap->height); |
77 | new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); |
75 | new_draw_info (NDI_UNIQUE, 0, this, "The exit is closed"); |
78 | return; |
76 | return false; |
79 | } |
77 | } |
80 | } |
78 | } |
81 | |
79 | |
82 | if (contr && map != newmap && map) |
80 | if (contr && map != newmap && map) |
83 | if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) |
81 | if (INVOKE_MAP (LEAVE, map, ARG_PLAYER (contr))) |
84 | return; |
82 | return false; |
85 | |
83 | |
86 | // remove, so stupid ob_locked does not trigger a failure |
84 | // remove, so stupid blocked does not trigger a failure |
87 | remove (); |
85 | remove (); |
88 | |
86 | |
89 | /* try to find a spot for the player */ |
87 | /* try to find a spot for the player */ |
90 | if (blocked (newmap, x, y)) |
88 | if (blocked (newmap, x, y)) |
91 | { /* First choice blocked */ |
89 | { /* First choice blocked */ |
… | |
… | |
96 | * Note that for the second and third calls, we could start at a position other |
94 | * Note that for the second and third calls, we could start at a position other |
97 | * than one, but then we could end up on the other side of walls and so forth. |
95 | * than one, but then we could end up on the other side of walls and so forth. |
98 | */ |
96 | */ |
99 | int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); |
97 | int i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE1 + 1); |
100 | |
98 | |
101 | if (i == -1) |
99 | if (i < 0) |
102 | { |
100 | { |
103 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); |
101 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE2 + 1); |
104 | if (i == -1) |
102 | if (i < 0) |
105 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); |
103 | i = find_free_spot (this, newmap, x, y, 1, SIZEOFFREE); |
106 | } |
104 | } |
107 | |
105 | |
108 | if (i != -1) |
106 | if (i >= 0) |
109 | { |
107 | { |
110 | x += freearr_x[i]; |
108 | x += freearr_x[i]; |
111 | y += freearr_y[i]; |
109 | y += freearr_y[i]; |
112 | } |
110 | } |
113 | else |
111 | else |
… | |
… | |
116 | } |
114 | } |
117 | |
115 | |
118 | if (contr && map != newmap) |
116 | if (contr && map != newmap) |
119 | { |
117 | { |
120 | if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
118 | if (INVOKE_PLAYER (MAP_CHANGE, contr, ARG_MAP (newmap), ARG_INT (x), ARG_INT (y))) |
121 | return; |
119 | return false; |
122 | |
120 | |
123 | if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) |
121 | if (INVOKE_MAP (ENTER, newmap, ARG_PLAYER (contr), ARG_INT (x), ARG_INT (y))) |
124 | return; |
122 | return false; |
125 | } |
123 | } |
126 | |
|
|
127 | this->x = x; |
|
|
128 | this->y = y; |
|
|
129 | map = newmap; |
|
|
130 | |
|
|
131 | insert_ob_in_map (this, map, 0, INS_NO_WALK_ON); |
|
|
132 | |
124 | |
133 | enemy = 0; |
125 | enemy = 0; |
134 | |
126 | |
|
|
127 | //newmap->insert (this, x, y); |
|
|
128 | newmap->insert (this, x, y, 0, INS_NO_AUTO_EXIT); |
|
|
129 | |
|
|
130 | if (map == newmap) // see if we actually arrived there - insert might trigger a teleport |
|
|
131 | { |
135 | if (contr) |
132 | if (contr) |
136 | { |
133 | { |
137 | contr->maplevel = newmap->path; |
134 | contr->maplevel = newmap->path; |
138 | contr->count = 0; |
135 | contr->count = 0; |
139 | } |
|
|
140 | |
136 | |
141 | /* Update any golems */ |
137 | /* Update any golems */ |
142 | if (type == PLAYER) |
|
|
143 | if (object *golem = contr->golem) |
138 | if (object *golem = contr->golem) |
144 | { |
139 | { |
145 | int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE); |
140 | int i = find_free_spot (golem, newmap, x, y, 1, SIZEOFFREE); |
146 | |
141 | |
147 | if (i < 0) |
142 | if (i < 0) |
148 | golem->drop_and_destroy (); |
143 | golem->drop_and_destroy (); |
149 | else |
144 | else |
150 | { |
145 | { |
151 | newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]); |
146 | newmap->insert (golem, x + freearr_x[i], y + freearr_y[i]); |
152 | golem->direction = find_dir_2 (golem->x - x, golem->y - y); |
147 | golem->direction = find_dir_2 (golem->x - x, golem->y - y); |
|
|
148 | } |
153 | } |
149 | } |
154 | } |
150 | } |
155 | |
151 | |
156 | /* since the players map is already loaded, we don't need to worry |
152 | /* since the players map is already loaded, we don't need to worry |
157 | * about pending objects. |
153 | * about pending objects. |
158 | */ |
154 | */ |
159 | remove_all_pets (newmap); |
155 | move_all_pets (); |
|
|
156 | |
|
|
157 | return true; |
|
|
158 | } |
|
|
159 | |
|
|
160 | return false; |
160 | } |
161 | } |
161 | |
162 | |
162 | /* process_players1 and process_players2 do all the player related stuff. |
163 | /* process_players1 and process_players2 do all the player related stuff. |
163 | * I moved it out of process events and process_map. This was to some |
164 | * I moved it out of process events and process_map. This was to some |
164 | * extent for debugging as well as to get a better idea of the time used |
165 | * extent for debugging as well as to get a better idea of the time used |