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Comparing deliantra/server/common/map.C (file contents):
Revision 1.67 by elmex, Wed Jan 3 02:51:09 2007 UTC vs.
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "loader.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31sint8 maptile::outdoor_darkness;
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 32
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 71 * by the caller.
137 */ 72 */
138int 73int
139blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 75{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 77 * have already checked this.
146 */ 78 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 80 {
151 } 83 }
152 84
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
154 * directly. 86 * directly.
155 */ 87 */
156 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
157 89
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
159 92
160 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 95 * things we need to do for players.
163 */ 96 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0; 98 return 0;
166 99
167 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
173 */ 106 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 108 return 0;
176 109
177 if (ob->head != NULL)
178 ob = ob->head; 110 ob = ob->head_ ();
179 111
180 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
184 */ 116 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
187 120
188 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
190 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
191 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
192 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
193 * pass through this space. 128 * pass through this space.
194 */ 129 */
195 if (tmp->last_sp) 130 if (tmp->last_sp)
196 { 131 {
197 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
198 return 1; 133 return 1;
199 else
200 continue;
201 } 134 }
202 else 135 else
203 { 136 {
204 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
205 * if they do, they can't pass through. 138 * if they do, they can't pass through.
206 */ 139 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
208 return 1; 141 return 1;
209 else
210 continue;
211 } 142 }
212 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
213 else 148 else
214 { 149 {
215 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
216 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
217 * movement, can't move here. 152 * movement, can't move here.
218 * second - if a monster, can't move there, unles it is a 153 * second - if a monster, can't move there, unless it is a
219 * hidden dm 154 * dm.
220 */ 155 */
221 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
222 return 1; 157 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 158
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 159 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ])
225 return 1; 164 return 1;
226 } 165 }
227
228 } 166 }
167
229 return 0; 168 return 0;
230} 169}
231 170
232
233/* 171/*
234 * Returns true if the given object can't fit in the given spot. 172 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 173 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
239 * 177 *
240 * While this doesn't call out of map, the get_map_flags does. 178 * While this doesn't call out of map, the get_map_flags does.
241 * 179 *
242 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
254 * 192 *
255 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 194 * code, we need to have actual object to check its move_type
257 * against the move_block values. 195 * against the move_block values.
258 */ 196 */
259int 197bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 198object::blocked (maptile *m, int x, int y) const
261{ 199{
262 archetype *tmp; 200 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
276 203
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 204 if (!pos.normalise ())
278 { 205 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 206
281 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 208
283 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 210 return 1;
285 211
286 mapspace &ms = m1->at (sx, sy); 212 /* However, often ob doesn't have any move type
287 213 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 215 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 216 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 217 continue;
295 218
296 /* Note it is intentional that we check ob - the movement type of the 219 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
298 */ 221 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 222 if (ms.blocks (move_type))
300 return P_NO_PASS; 223 return 1;
301 } 224 }
302 225
303 return 0; 226 return 0;
304} 227}
305 228
323 246
324 insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
325 tmp = next; 248 tmp = next;
326 } 249 }
327 250
328 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
329 * carrying. 252 //TODO: remove
330 */ 253 container->update_weight ();
331 sum_weight (container);
332} 254}
333 255
334void 256void
335maptile::set_object_flag (int flag, int value) 257maptile::set_object_flag (int flag, int value)
336{ 258{
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 264 tmp->flag [flag] = value;
343} 265}
344 266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
278}
279
345/* link_multipart_objects go through all the objects on the map looking 280/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 281 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 282 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 283 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 284 */
351void 285void
352maptile::link_multipart_objects () 286maptile::link_multipart_objects ()
353{ 287{
354 if (!spaces) 288 if (!spaces)
355 return; 289 return;
356 290
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 291 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 292 {
293 object *op = ms->bot;
294 while (op)
359 { 295 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 296 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 297 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 298 {
374 op = arch_to_object (at); 299 op->remove ();
300 op->expand_tail ();
375 301
376 /* update x,y coordinates */ 302 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 303 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 304 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 305 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
306
307 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
308 // so we have to reset the iteration through the mapspace
391 } 309 }
310 else
311 op = op->above;
392 } 312 }
393
394 tmp = above;
395 } 313 }
396} 314}
397 315
398/* 316/*
399 * Loads (ands parses) the objects into a given map from the specified 317 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 318 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 319 */
403bool 320bool
404maptile::load_objects (object_thawer &thawer) 321maptile::_load_objects (object_thawer &f)
405{ 322{
406 int unique; 323 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 324 {
414 /* if the archetype for the object is null, means that we 325 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 326
416 * or editor will not be able to do anything with it either. 327 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 328 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 329 case KW_arch:
330 if (object *op = object::read (f, this))
331 {
332 // TODO: why?
333 if (op->inv)
334 op->update_weight ();
335
336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
359 }
360
421 continue; 361 continue;
422 }
423 362
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 363 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 364 return true;
437 op->head = prev, last_more->more = op, last_more = op; 365
366 default:
367 if (!f.parse_error ("map file"))
368 return false;
438 break; 369 break;
439 } 370 }
440 371
441 op = object::create (); 372 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 373 }
462#endif
463 374
464 return true; 375 return true;
465} 376}
466 377
467void 378void
468maptile::activate () 379maptile::activate ()
469{ 380{
470 if (!spaces) 381 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 384 op->activate_recursive ();
476} 385}
477 386
478void 387void
479maptile::deactivate () 388maptile::deactivate ()
480{ 389{
481 if (!spaces) 390 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 393 op->deactivate_recursive ();
487} 394}
488 395
489bool 396bool
490maptile::save_objects (object_freezer &freezer, int flags) 397maptile::_save_objects (object_freezer &f, int flags)
491{ 398{
492 static int cede_count = 0; 399 coroapi::cede_to_tick ();
493 400
494 if (flags & IO_HEADER) 401 if (flags & IO_HEADER)
495 save_header (freezer); 402 _save_header (f);
496 403
497 if (!spaces) 404 if (!spaces)
498 return false; 405 return false;
499 406
500 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
501 { 408 {
502 if (cede_count >= 500)
503 {
504 cede_count = 0;
505 coroapi::cede ();
506 }
507
508 int unique = 0; 409 bool unique = 0;
410
509 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
510 { 412 {
511 // count per-object, but cede only when modification-safe
512 cede_count++;
513
514 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
515 unique = 1;
516 414
517 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
518 continue; 416 continue;
519 417
520 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
521 { 419 {
522 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
523 save_object (freezer, op, 1); 421 op->write (f);
524 } 422 }
525 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
526 save_object (freezer, op, 1); 424 op->write (f);
527 } 425 }
528 } 426 }
529 427
428 coroapi::cede_to_tick ();
429
530 return true; 430 return true;
531} 431}
532 432
533bool 433bool
534maptile::load_objects (const char *path, bool skip_header) 434maptile::_save_objects (const char *path, int flags)
535{ 435{
536 object_thawer thawer (path); 436 object_freezer freezer;
537 437
538 if (!thawer) 438 if (!_save_objects (freezer, flags))
539 return false; 439 return false;
540 440
541 if (skip_header)
542 for (;;)
543 {
544 keyword kw = thawer.get_kv ();
545
546 if (kw == KW_end)
547 break;
548
549 thawer.skip_kv (kw);
550 }
551
552 return load_objects (thawer);
553}
554
555bool
556maptile::save_objects (const char *path, int flags)
557{
558 object_freezer freezer;
559
560 if (!save_objects (freezer, flags))
561 return false;
562
563 return freezer.save (path); 441 return freezer.save (path);
564} 442}
565 443
566maptile::maptile () 444maptile::maptile ()
567{ 445{
568 in_memory = MAP_SWAPPED; 446 in_memory = MAP_SWAPPED;
569 447
570 /* The maps used to pick up default x and y values from the 448 /* The maps used to pick up default x and y values from the
571 * map archetype. Mimic that behaviour. 449 * map archetype. Mimic that behaviour.
572 */ 450 */
573 width = 16; 451 width = 16;
574 height = 16; 452 height = 16;
575 reset_timeout = 0;
576 timeout = 300; 453 timeout = 300;
577 enter_x = 0; 454 max_nrof = 1000; // 1000 items of anything
578 enter_y = 0; 455 max_volume = 2000000; // 2m³
579} 456}
580 457
581maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
582{ 459{
583 in_memory = MAP_SWAPPED; 460 in_memory = MAP_SWAPPED;
689 return items; 566 return items;
690} 567}
691 568
692/* opposite of parse string, this puts the string that was originally fed in to 569/* opposite of parse string, this puts the string that was originally fed in to
693 * the map (or something equivilent) into output_string. */ 570 * the map (or something equivilent) into output_string. */
694static void 571static const char *
695print_shop_string (maptile *m, char *output_string) 572print_shop_string (maptile *m)
696{ 573{
697 int i; 574 static dynbuf_text buf; buf.clear ();
698 char tmp[MAX_BUF];
699 575
700 strcpy (output_string, "");
701 for (i = 0; i < m->shopitems[0].index; i++) 576 for (int i = 0; i < m->shopitems[0].index; i++)
702 { 577 {
703 if (m->shopitems[i].typenum) 578 if (m->shopitems[i].typenum)
704 { 579 {
705 if (m->shopitems[i].strength) 580 if (m->shopitems[i].strength)
706 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 581 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
707 else 582 else
708 sprintf (tmp, "%s;", m->shopitems[i].name); 583 buf.printf ("%s;", m->shopitems[i].name);
709 } 584 }
710 else 585 else
711 { 586 {
712 if (m->shopitems[i].strength) 587 if (m->shopitems[i].strength)
713 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 588 buf.printf ("*:%d;", m->shopitems[i].strength);
714 else 589 else
715 sprintf (tmp, "*"); 590 buf.printf ("*");
716 } 591 }
717
718 strcat (output_string, tmp);
719 } 592 }
593
594 return buf;
720} 595}
721 596
722/* This loads the header information of the map. The header 597/* This loads the header information of the map. The header
723 * contains things like difficulty, size, timeout, etc. 598 * contains things like difficulty, size, timeout, etc.
724 * this used to be stored in the map object, but with the 599 * this used to be stored in the map object, but with the
729 * This could be done in lex (like the object loader), but I think 604 * This could be done in lex (like the object loader), but I think
730 * currently, there are few enough fields this is not a big deal. 605 * currently, there are few enough fields this is not a big deal.
731 * MSW 2001-07-01 606 * MSW 2001-07-01
732 */ 607 */
733bool 608bool
734maptile::load_header (object_thawer &thawer) 609maptile::_load_header (object_thawer &thawer)
735{ 610{
736 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
737 int msgpos = 0;
738 int maplorepos = 0;
739
740 for (;;) 611 for (;;)
741 { 612 {
742 keyword kw = thawer.get_kv ();
743
744 switch (kw) 613 switch (thawer.kw)
745 { 614 {
746 case KW_EOF:
747 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
748 return false;
749
750 case KW_end:
751 return true;
752
753 case KW_msg: 615 case KW_msg:
754 thawer.get_ml (KW_endmsg, msg); 616 thawer.get_ml (KW_endmsg, msg);
755 break; 617 break;
756 618
757 case KW_lore: // CF+ extension 619 case KW_lore: // CF+ extension
788 case KW_winddir: thawer.get (winddir); break; 650 case KW_winddir: thawer.get (winddir); break;
789 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
790 652
791 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
792 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
793 657
794 case KW_region: get_region_by_name (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
795 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
796 660
797 // old names new names 661 // old names new names
798 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 662 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
799 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 663 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
808 case KW_tile_path_1: thawer.get (tile_path [0]); break; 672 case KW_tile_path_1: thawer.get (tile_path [0]); break;
809 case KW_tile_path_2: thawer.get (tile_path [1]); break; 673 case KW_tile_path_2: thawer.get (tile_path [1]); break;
810 case KW_tile_path_3: thawer.get (tile_path [2]); break; 674 case KW_tile_path_3: thawer.get (tile_path [2]); break;
811 case KW_tile_path_4: thawer.get (tile_path [3]); break; 675 case KW_tile_path_4: thawer.get (tile_path [3]); break;
812 676
677 case KW_ERROR:
678 set_key_text (thawer.kw_str, thawer.value);
679 break;
680
681 case KW_end:
682 thawer.next ();
683 return true;
684
813 default: 685 default:
814 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 686 if (!thawer.parse_error ("map", 0))
687 return false;
815 break; 688 break;
816 } 689 }
690
691 thawer.next ();
817 } 692 }
818 693
819 abort (); 694 abort ();
820}
821
822bool
823maptile::load_header (const char *path)
824{
825 object_thawer thawer (path);
826
827 if (!thawer)
828 return false;
829
830 return load_header (thawer);
831} 695}
832 696
833/****************************************************************************** 697/******************************************************************************
834 * This is the start of unique map handling code 698 * This is the start of unique map handling code
835 *****************************************************************************/ 699 *****************************************************************************/
846 object *above = op->above; 710 object *above = op->above;
847 711
848 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
849 unique = 1; 713 unique = 1;
850 714
851 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
852 {
853 op->destroy_inv (false);
854 op->destroy (); 716 op->destroy ();
855 }
856 717
857 op = above; 718 op = above;
858 } 719 }
859 } 720 }
860} 721}
861 722
862bool 723bool
863maptile::save_header (object_freezer &freezer) 724maptile::_save_header (object_freezer &freezer)
864{ 725{
865#define MAP_OUT(k) freezer.put (KW_ ## k, k) 726#define MAP_OUT(k) freezer.put (KW_ ## k, k)
866#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
867 728
868 MAP_OUT2 (arch, "map"); 729 MAP_OUT2 (arch, "map");
870 if (name) MAP_OUT (name); 731 if (name) MAP_OUT (name);
871 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
872 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
873 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
874 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
875 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
876
877 if (region) MAP_OUT2 (region, region->name); 739 if (default_region) MAP_OUT2 (region, default_region->name);
878 740
879 if (shopitems) 741 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
880 {
881 char shop[MAX_BUF];
882 print_shop_string (this, shop);
883 MAP_OUT2 (shopitems, shop);
884 }
885
886 MAP_OUT (shopgreed); 742 MAP_OUT (shopgreed);
887 MAP_OUT (shopmin); 743 MAP_OUT (shopmin);
888 MAP_OUT (shopmax); 744 MAP_OUT (shopmax);
889 if (shoprace) MAP_OUT (shoprace); 745 if (shoprace) MAP_OUT (shoprace);
746
890 MAP_OUT (darkness); 747 MAP_OUT (darkness);
891 MAP_OUT (width); 748 MAP_OUT (width);
892 MAP_OUT (height); 749 MAP_OUT (height);
893 MAP_OUT (enter_x); 750 MAP_OUT (enter_x);
894 MAP_OUT (enter_y); 751 MAP_OUT (enter_y);
917 774
918 return true; 775 return true;
919} 776}
920 777
921bool 778bool
922maptile::save_header (const char *path) 779maptile::_save_header (const char *path)
923{ 780{
924 object_freezer freezer; 781 object_freezer freezer;
925 782
926 if (!save_header (freezer)) 783 if (!_save_header (freezer))
927 return false; 784 return false;
928 785
929 return freezer.save (path); 786 return freezer.save (path);
930} 787}
931 788
933 * Remove and free all objects in the given map. 790 * Remove and free all objects in the given map.
934 */ 791 */
935void 792void
936maptile::clear () 793maptile::clear ()
937{ 794{
938 if (!spaces) 795 if (spaces)
939 return; 796 {
940
941 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 797 for (mapspace *ms = spaces + size (); ms-- > spaces; )
942 while (object *op = ms->bot) 798 while (object *op = ms->bot)
943 { 799 {
800 // manually remove, as to not trigger anything
801 if (ms->bot = op->above)
802 ms->bot->below = 0;
803
804 op->flag [FLAG_REMOVED] = true;
805
806 object *head = op->head_ ();
944 if (op->head) 807 if (op == head)
945 op = op->head;
946
947 op->destroy_inv (false);
948 op->destroy (); 808 op->destroy ();
809 else if (head->map != op->map)
810 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy ();
813 }
814 }
815
816 sfree0 (spaces, size ());
949 } 817 }
950
951 sfree (spaces, size ()), spaces = 0;
952 818
953 if (buttons) 819 if (buttons)
954 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
821
822 sfree0 (regions, size ());
823 delete [] regionmap; regionmap = 0;
955} 824}
956 825
957void 826void
958maptile::clear_header () 827maptile::clear_header ()
959{ 828{
991 attachable::do_destroy (); 860 attachable::do_destroy ();
992 861
993 clear (); 862 clear ();
994} 863}
995 864
996/* 865/* decay and destroy perishable items in a map */
997 * Updates every button on the map (by calling update_button() for them).
998 */
999void 866void
1000maptile::update_buttons () 867maptile::do_decay_objects ()
1001{ 868{
1002 for (oblinkpt *obp = buttons; obp; obp = obp->next) 869 if (!spaces)
1003 for (objectlink *ol = obp->link; ol; ol = ol->next) 870 return;
871
872 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above)
1004 { 874 {
1005 if (!ol->ob) 875 above = op->above;
876
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :)
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
881 break;
882
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ())
889 ; // do not decay
890 else if (op->is_weapon ())
1006 { 891 {
1007 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 892 op->stats.dam--;
1008 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 893 if (op->stats.dam < 0)
1009 continue; 894 destroy = 1;
1010 } 895 }
1011 896 else if (op->is_armor ())
1012 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1013 { 897 {
1014 update_button (ol->ob); 898 op->stats.ac--;
1015 break; 899 if (op->stats.ac < 0)
900 destroy = 1;
1016 } 901 }
902 else if (op->type == FOOD)
903 {
904 op->stats.food -= rndm (5, 20);
905 if (op->stats.food < 0)
906 destroy = 1;
907 }
908 else
909 {
910 int mat = op->materials;
911
912 if (mat & M_PAPER
913 || mat & M_LEATHER
914 || mat & M_WOOD
915 || mat & M_ORGANIC
916 || mat & M_CLOTH
917 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32))
923 destroy = 1;
924 }
925
926 /* adjust overall chance below */
927 if (destroy && rndm (0, 1))
928 op->destroy ();
1017 } 929 }
1018} 930}
1019 931
1020/* 932/*
1021 * This routine is supposed to find out the difficulty of the map. 933 * This routine is supposed to find out the difficulty of the map.
1022 * difficulty does not have a lot to do with character level, 934 * difficulty does not have a lot to do with character level,
1023 * but does have a lot to do with treasure on the map. 935 * but does have a lot to do with treasure on the map.
1024 * 936 *
1025 * Difficulty can now be set by the map creature. If the value stored 937 * Difficulty can now be set by the map creator. If the value stored
1026 * in the map is zero, then use this routine. Maps should really 938 * in the map is zero, then use this routine. Maps should really
1027 * have a difficulty set than using this function - human calculation 939 * have a difficulty set rather than using this function - human calculation
1028 * is much better than this functions guesswork. 940 * is much better than this function's guesswork.
1029 */ 941 */
1030int 942int
1031maptile::estimate_difficulty () const 943maptile::estimate_difficulty () const
1032{ 944{
1033 long monster_cnt = 0; 945 long monster_cnt = 0;
1045 957
1046 if (QUERY_FLAG (op, FLAG_GENERATOR)) 958 if (QUERY_FLAG (op, FLAG_GENERATOR))
1047 { 959 {
1048 total_exp += op->stats.exp; 960 total_exp += op->stats.exp;
1049 961
1050 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 962 if (archetype *at = op->other_arch)
963 {
1051 total_exp += at->clone.stats.exp * 8; 964 total_exp += at->stats.exp * 8;
1052
1053 monster_cnt++; 965 monster_cnt++;
966 }
967
968 for (object *inv = op->inv; inv; inv = inv->below)
969 {
970 total_exp += op->stats.exp * 8;
971 monster_cnt++;
972 }
1054 } 973 }
1055 } 974 }
1056 975
1057 avgexp = (double) total_exp / monster_cnt; 976 avgexp = (double) total_exp / monster_cnt;
1058 977
1071 * postive values make it darker, negative make it brighter 990 * postive values make it darker, negative make it brighter
1072 */ 991 */
1073int 992int
1074maptile::change_map_light (int change) 993maptile::change_map_light (int change)
1075{ 994{
1076 int new_level = darkness + change;
1077
1078 /* Nothing to do */ 995 /* Nothing to do */
1079 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 996 if (!change)
1080 return 0; 997 return 0;
1081 998
1082 /* inform all players on the map */ 999 /* inform all players on the map */
1083 if (change > 0) 1000 if (change > 0)
1084 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1001 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1085 else 1002 else
1086 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1087 1004
1088 /* Do extra checking. since darkness is a unsigned value, 1005 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1089 * we need to be extra careful about negative values.
1090 * In general, the checks below are only needed if change
1091 * is not +/-1
1092 */
1093 if (new_level < 0)
1094 darkness = 0;
1095 else if (new_level >= MAX_DARKNESS)
1096 darkness = MAX_DARKNESS;
1097 else
1098 darkness = new_level;
1099 1006
1100 /* All clients need to get re-updated for the change */ 1007 /* All clients need to get re-updated for the change */
1101 update_all_map_los (this); 1008 update_all_map_los (this);
1009
1102 return 1; 1010 return 1;
1103} 1011}
1104 1012
1105/* 1013/*
1106 * This function updates various attributes about a specific space 1014 * This function updates various attributes about a specific space
1109 * through, etc) 1017 * through, etc)
1110 */ 1018 */
1111void 1019void
1112mapspace::update_ () 1020mapspace::update_ ()
1113{ 1021{
1114 object *tmp, *last = 0; 1022 object *last = 0;
1115 uint8 flags = 0, light = 0, anywhere = 0; 1023 uint8 flags = P_UPTODATE, anywhere = 0;
1116 New_Face *top, *floor, *middle; 1024 sint8 light = 0;
1117 object *top_obj, *floor_obj, *middle_obj;
1118 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1025 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1119 1026
1120 middle = blank_face; 1027 //object *middle = 0;
1121 top = blank_face; 1028 //object *top = 0;
1122 floor = blank_face; 1029 //object *floor = 0;
1030 // this seems to generate better code than using locals, above
1031 object *&top = faces_obj[0] = 0;
1032 object *&middle = faces_obj[1] = 0;
1033 object *&floor = faces_obj[2] = 0;
1123 1034
1124 middle_obj = 0;
1125 top_obj = 0;
1126 floor_obj = 0;
1127
1128 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1129 { 1036 {
1130 /* This could be made additive I guess (two lights better than 1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1131 * one). But if so, it shouldn't be a simple additive - 2
1132 * light bulbs do not illuminate twice as far as once since
1133 * it is a dissapation factor that is cubed.
1134 */
1135 if (tmp->glow_radius > light)
1136 light = tmp->glow_radius; 1038 light += tmp->glow_radius;
1137 1039
1138 /* This call is needed in order to update objects the player 1040 /* This call is needed in order to update objects the player
1139 * is standing in that have animations (ie, grass, fire, etc). 1041 * is standing in that have animations (ie, grass, fire, etc).
1140 * However, it also causes the look window to be re-drawn 1042 * However, it also causes the look window to be re-drawn
1141 * 3 times each time the player moves, because many of the 1043 * 3 times each time the player moves, because many of the
1144 * Always put the player down for drawing. 1046 * Always put the player down for drawing.
1145 */ 1047 */
1146 if (!tmp->invisible) 1048 if (!tmp->invisible)
1147 { 1049 {
1148 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1050 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1149 {
1150 top = tmp->face;
1151 top_obj = tmp; 1051 top = tmp;
1152 }
1153 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1052 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1154 { 1053 {
1155 /* If we got a floor, that means middle and top were below it, 1054 /* If we got a floor, that means middle and top were below it,
1156 * so should not be visible, so we clear them. 1055 * so should not be visible, so we clear them.
1157 */ 1056 */
1158 middle = blank_face; 1057 middle = 0;
1159 top = blank_face; 1058 top = 0;
1160 floor = tmp->face;
1161 floor_obj = tmp; 1059 floor = tmp;
1162 } 1060 }
1163 /* Flag anywhere have high priority */ 1061 /* Flag anywhere have high priority */
1164 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1165 { 1063 {
1166 middle = tmp->face;
1167
1168 middle_obj = tmp; 1064 middle = tmp;
1169 anywhere = 1; 1065 anywhere = 1;
1170 } 1066 }
1067
1171 /* Find the highest visible face around. If equal 1068 /* Find the highest visible face around. If equal
1172 * visibilities, we still want the one nearer to the 1069 * visibilities, we still want the one nearer to the
1173 * top 1070 * top
1174 */ 1071 */
1175 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1176 {
1177 middle = tmp->face;
1178 middle_obj = tmp; 1073 middle = tmp;
1179 }
1180 } 1074 }
1181 1075
1182 if (tmp == tmp->above) 1076 if (tmp == tmp->above)
1183 { 1077 {
1184 LOG (llevError, "Error in structure of map\n"); 1078 LOG (llevError, "Error in structure of map\n");
1197 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1198 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1199 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1200 } 1094 }
1201 1095
1202 this->light = light; 1096 this->light = min (light, MAX_LIGHT_RADIUS);
1203 this->flags_ = flags; 1097 this->flags_ = flags;
1204 this->move_block = move_block & ~move_allow; 1098 this->move_block = move_block & ~move_allow;
1205 this->move_on = move_on; 1099 this->move_on = move_on;
1206 this->move_off = move_off; 1100 this->move_off = move_off;
1207 this->move_slow = move_slow; 1101 this->move_slow = move_slow;
1219 * middle face. This should not happen, as we already have the 1113 * middle face. This should not happen, as we already have the
1220 * else statement above so middle should not get set. OTOH, it 1114 * else statement above so middle should not get set. OTOH, it
1221 * may be possible for the faces to match but be different objects. 1115 * may be possible for the faces to match but be different objects.
1222 */ 1116 */
1223 if (top == middle) 1117 if (top == middle)
1224 middle = blank_face; 1118 middle = 0;
1225 1119
1226 /* There are three posibilities at this point: 1120 /* There are three posibilities at this point:
1227 * 1) top face is set, need middle to be set. 1121 * 1) top face is set, need middle to be set.
1228 * 2) middle is set, need to set top. 1122 * 2) middle is set, need to set top.
1229 * 3) neither middle or top is set - need to set both. 1123 * 3) neither middle or top is set - need to set both.
1230 */ 1124 */
1231 1125
1232 for (tmp = last; tmp; tmp = tmp->below) 1126 for (object *tmp = last; tmp; tmp = tmp->below)
1233 { 1127 {
1234 /* Once we get to a floor, stop, since we already have a floor object */ 1128 /* Once we get to a floor, stop, since we already have a floor object */
1235 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1236 break; 1130 break;
1237 1131
1238 /* If two top faces are already set, quit processing */ 1132 /* If two top faces are already set, quit processing */
1239 if ((top != blank_face) && (middle != blank_face)) 1133 if (top && middle)
1240 break; 1134 break;
1241 1135
1242 /* Only show visible faces */ 1136 /* Only show visible faces */
1243 if (!tmp->invisible) 1137 if (!tmp->invisible)
1244 { 1138 {
1245 /* Fill in top if needed */ 1139 /* Fill in top if needed */
1246 if (top == blank_face) 1140 if (!top)
1247 { 1141 {
1248 top = tmp->face;
1249 top_obj = tmp; 1142 top = tmp;
1250 if (top == middle) 1143 if (top == middle)
1251 middle = blank_face; 1144 middle = 0;
1252 } 1145 }
1253 else 1146 else
1254 { 1147 {
1255 /* top is already set - we should only get here if 1148 /* top is already set - we should only get here if
1256 * middle is not set 1149 * middle is not set
1257 * 1150 *
1258 * Set the middle face and break out, since there is nothing 1151 * Set the middle face and break out, since there is nothing
1259 * more to fill in. We don't check visiblity here, since 1152 * more to fill in. We don't check visiblity here, since
1260 * 1153 *
1261 */ 1154 */
1262 if (tmp->face != top) 1155 if (tmp != top)
1263 { 1156 {
1264 middle = tmp->face;
1265 middle_obj = tmp; 1157 middle = tmp;
1266 break; 1158 break;
1267 } 1159 }
1268 } 1160 }
1269 } 1161 }
1270 } 1162 }
1271 1163
1272 if (middle == floor) 1164 if (middle == floor)
1273 middle = blank_face; 1165 middle = 0;
1274 1166
1275 if (top == middle) 1167 if (top == middle)
1276 middle = blank_face; 1168 middle = 0;
1277 1169
1278 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1170#if 0
1279 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1171 faces_obj [0] = top;
1280 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1172 faces_obj [1] = middle;
1173 faces_obj [2] = floor;
1174#endif
1281} 1175}
1282 1176
1283/* this updates the orig_map->tile_map[tile_num] value after loading 1177uint64
1284 * the map. It also takes care of linking back the freshly loaded 1178mapspace::volume () const
1285 * maps tile_map values if it tiles back to this one. It returns
1286 * the value of orig_map->tile_map[tile_num]. It really only does this
1287 * so that it is easier for calling functions to verify success.
1288 */
1289static maptile *
1290load_and_link_tiled_map (maptile *orig_map, int tile_num)
1291{ 1179{
1292 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1180 uint64 vol = 0;
1293 1181
1294 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1182 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1295 { 1183 vol += op->volume ();
1296 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1184
1297 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1185 return vol;
1298 &orig_map->tile_path[tile_num], &orig_map->path); 1186}
1299 mp = new maptile (1, 1); 1187
1300 mp->alloc (); 1188maptile *
1301 mp->in_memory = MAP_IN_MEMORY; 1189maptile::tile_available (int dir, bool load)
1190{
1191 if (tile_path[dir])
1302 } 1192 {
1193 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1194 return tile_map[dir];
1303 1195
1304 int dest_tile = (tile_num + 2) % 4; 1196 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1197 return tile_map[dir];
1198 }
1305 1199
1306 orig_map->tile_map[tile_num] = mp;
1307
1308 // optimisation: back-link map to origin map if euclidean
1309 //TODO: non-euclidean maps MUST GO
1310 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1311 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1312
1313 return mp; 1200 return 0;
1314} 1201}
1315 1202
1316/* this returns TRUE if the coordinates (x,y) are out of 1203/* this returns TRUE if the coordinates (x,y) are out of
1317 * map m. This function also takes into account any 1204 * map m. This function also takes into account any
1318 * tiling considerations, loading adjacant maps as needed. 1205 * tiling considerations, loading adjacant maps as needed.
1331 if (!m) 1218 if (!m)
1332 return 0; 1219 return 0;
1333 1220
1334 if (x < 0) 1221 if (x < 0)
1335 { 1222 {
1336 if (!m->tile_path[3]) 1223 if (!m->tile_available (3))
1337 return 1; 1224 return 1;
1338 1225
1339 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 3);
1341
1342 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1226 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1343 } 1227 }
1344 1228
1345 if (x >= m->width) 1229 if (x >= m->width)
1346 { 1230 {
1347 if (!m->tile_path[1]) 1231 if (!m->tile_available (1))
1348 return 1; 1232 return 1;
1349 1233
1350 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 1);
1352
1353 return out_of_map (m->tile_map[1], x - m->width, y); 1234 return out_of_map (m->tile_map[1], x - m->width, y);
1354 } 1235 }
1355 1236
1356 if (y < 0) 1237 if (y < 0)
1357 { 1238 {
1358 if (!m->tile_path[0]) 1239 if (!m->tile_available (0))
1359 return 1; 1240 return 1;
1360 1241
1361 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 0);
1363
1364 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1242 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1365 } 1243 }
1366 1244
1367 if (y >= m->height) 1245 if (y >= m->height)
1368 { 1246 {
1369 if (!m->tile_path[2]) 1247 if (!m->tile_available (2))
1370 return 1; 1248 return 1;
1371
1372 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1373 load_and_link_tiled_map (m, 2);
1374 1249
1375 return out_of_map (m->tile_map[2], x, y - m->height); 1250 return out_of_map (m->tile_map[2], x, y - m->height);
1376 } 1251 }
1377 1252
1378 /* Simple case - coordinates are within this local 1253 /* Simple case - coordinates are within this local
1388 * updates x and y to be the localised coordinates. 1263 * updates x and y to be the localised coordinates.
1389 * Using this is more efficient of calling out_of_map 1264 * Using this is more efficient of calling out_of_map
1390 * and then figuring out what the real map is 1265 * and then figuring out what the real map is
1391 */ 1266 */
1392maptile * 1267maptile *
1393get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1268maptile::xy_find (sint16 &x, sint16 &y)
1394{ 1269{
1395 if (*x < 0) 1270 if (x < 0)
1396 { 1271 {
1397 if (!m->tile_path[3]) 1272 if (!tile_available (3))
1398 return 0; 1273 return 0;
1399 1274
1400 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1401 load_and_link_tiled_map (m, 3);
1402
1403 *x += m->tile_map[3]->width; 1275 x += tile_map[3]->width;
1404 return (get_map_from_coord (m->tile_map[3], x, y)); 1276 return tile_map[3]->xy_find (x, y);
1405 } 1277 }
1406 1278
1407 if (*x >= m->width) 1279 if (x >= width)
1408 { 1280 {
1409 if (!m->tile_path[1]) 1281 if (!tile_available (1))
1410 return 0; 1282 return 0;
1411 1283
1412 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1413 load_and_link_tiled_map (m, 1);
1414
1415 *x -= m->width; 1284 x -= width;
1416 return (get_map_from_coord (m->tile_map[1], x, y)); 1285 return tile_map[1]->xy_find (x, y);
1417 } 1286 }
1418 1287
1419 if (*y < 0) 1288 if (y < 0)
1420 { 1289 {
1421 if (!m->tile_path[0]) 1290 if (!tile_available (0))
1422 return 0; 1291 return 0;
1423 1292
1424 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1425 load_and_link_tiled_map (m, 0);
1426
1427 *y += m->tile_map[0]->height; 1293 y += tile_map[0]->height;
1428 return (get_map_from_coord (m->tile_map[0], x, y)); 1294 return tile_map[0]->xy_find (x, y);
1429 } 1295 }
1430 1296
1431 if (*y >= m->height) 1297 if (y >= height)
1432 { 1298 {
1433 if (!m->tile_path[2]) 1299 if (!tile_available (2))
1434 return 0; 1300 return 0;
1435 1301
1436 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1437 load_and_link_tiled_map (m, 2);
1438
1439 *y -= m->height; 1302 y -= height;
1440 return (get_map_from_coord (m->tile_map[2], x, y)); 1303 return tile_map[2]->xy_find (x, y);
1441 } 1304 }
1442 1305
1443 /* Simple case - coordinates are within this local 1306 /* Simple case - coordinates are within this local
1444 * map. 1307 * map.
1445 */ 1308 */
1446 return m; 1309 return this;
1447} 1310}
1448 1311
1449/** 1312/**
1450 * Return whether map2 is adjacent to map1. If so, store the distance from 1313 * Return whether map2 is adjacent to map1. If so, store the distance from
1451 * map1 to map2 in dx/dy. 1314 * map1 to map2 in dx/dy.
1452 */ 1315 */
1453static int 1316int
1454adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1317adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1455{ 1318{
1456 if (!map1 || !map2) 1319 if (!map1 || !map2)
1457 return 0; 1320 return 0;
1458 1321
1322 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1323 //fix: compare paths instead (this is likely faster, too!)
1459 if (map1 == map2) 1324 if (map1 == map2)
1460 { 1325 {
1461 *dx = 0; 1326 *dx = 0;
1462 *dy = 0; 1327 *dy = 0;
1463 } 1328 }
1523 } 1388 }
1524 else 1389 else
1525 return 0; 1390 return 0;
1526 1391
1527 return 1; 1392 return 1;
1393}
1394
1395maptile *
1396maptile::xy_load (sint16 &x, sint16 &y)
1397{
1398 maptile *map = xy_find (x, y);
1399
1400 if (map)
1401 map->load_sync ();
1402
1403 return map;
1404}
1405
1406maptile *
1407get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1408{
1409 return m->xy_load (*x, *y);
1528} 1410}
1529 1411
1530/* From map.c 1412/* From map.c
1531 * This is used by get_player to determine where the other 1413 * This is used by get_player to determine where the other
1532 * creature is. get_rangevector takes into account map tiling, 1414 * creature is. get_rangevector takes into account map tiling,
1533 * so you just can not look the the map coordinates and get the 1415 * so you just can not look the the map coordinates and get the
1534 * righte value. distance_x/y are distance away, which 1416 * righte value. distance_x/y are distance away, which
1535 * can be negativbe. direction is the crossfire direction scheme 1417 * can be negative. direction is the crossfire direction scheme
1536 * that the creature should head. part is the part of the 1418 * that the creature should head. part is the part of the
1537 * monster that is closest. 1419 * monster that is closest.
1538 * 1420 *
1539 * get_rangevector looks at op1 and op2, and fills in the 1421 * get_rangevector looks at op1 and op2, and fills in the
1540 * structure for op1 to get to op2. 1422 * structure for op1 to get to op2.
1551get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1433get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1552{ 1434{
1553 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1435 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1554 { 1436 {
1555 /* be conservative and fill in _some_ data */ 1437 /* be conservative and fill in _some_ data */
1556 retval->distance = 100000; 1438 retval->distance = 10000;
1557 retval->distance_x = 32767; 1439 retval->distance_x = 10000;
1558 retval->distance_y = 32767; 1440 retval->distance_y = 10000;
1559 retval->direction = 0; 1441 retval->direction = 0;
1560 retval->part = 0; 1442 retval->part = 0;
1561 } 1443 }
1562 else 1444 else
1563 { 1445 {
1568 1450
1569 best = op1; 1451 best = op1;
1570 /* If this is multipart, find the closest part now */ 1452 /* If this is multipart, find the closest part now */
1571 if (!(flags & 0x1) && op1->more) 1453 if (!(flags & 0x1) && op1->more)
1572 { 1454 {
1573 object *tmp;
1574 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1455 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1575 1456
1576 /* we just take the offset of the piece to head to figure 1457 /* we just take the offset of the piece to head to figure
1577 * distance instead of doing all that work above again 1458 * distance instead of doing all that work above again
1578 * since the distance fields we set above are positive in the 1459 * since the distance fields we set above are positive in the
1579 * same axis as is used for multipart objects, the simply arithmetic 1460 * same axis as is used for multipart objects, the simply arithmetic
1580 * below works. 1461 * below works.
1581 */ 1462 */
1582 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1463 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1583 { 1464 {
1584 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1465 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1585 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1466 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1586 if (tmpi < best_distance) 1467 if (tmpi < best_distance)
1587 { 1468 {
1588 best_distance = tmpi; 1469 best_distance = tmpi;
1589 best = tmp; 1470 best = tmp;
1590 } 1471 }
1591 } 1472 }
1473
1592 if (best != op1) 1474 if (best != op1)
1593 { 1475 {
1594 retval->distance_x += op1->x - best->x; 1476 retval->distance_x += op1->x - best->x;
1595 retval->distance_y += op1->y - best->y; 1477 retval->distance_y += op1->y - best->y;
1596 } 1478 }
1597 } 1479 }
1480
1598 retval->part = best; 1481 retval->part = best;
1599 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1482 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1600 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1483 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1601 } 1484 }
1602} 1485}
1603 1486
1604/* this is basically the same as get_rangevector above, but instead of 1487/* this is basically the same as get_rangevector above, but instead of
1609 * flags has no meaning for this function at this time - I kept it in to 1492 * flags has no meaning for this function at this time - I kept it in to
1610 * be more consistant with the above function and also in case they are needed 1493 * be more consistant with the above function and also in case they are needed
1611 * for something in the future. Also, since no object is pasted, the best 1494 * for something in the future. Also, since no object is pasted, the best
1612 * field of the rv_vector is set to NULL. 1495 * field of the rv_vector is set to NULL.
1613 */ 1496 */
1614
1615void 1497void
1616get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1498get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1617{ 1499{
1618 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1500 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1619 { 1501 {
1620 /* be conservative and fill in _some_ data */ 1502 /* be conservative and fill in _some_ data */
1621 retval->distance = 100000; 1503 retval->distance = 100000;
1627 else 1509 else
1628 { 1510 {
1629 retval->distance_x += op2->x - x; 1511 retval->distance_x += op2->x - x;
1630 retval->distance_y += op2->y - y; 1512 retval->distance_y += op2->y - y;
1631 1513
1632 retval->part = NULL; 1514 retval->part = 0;
1633 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1634 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1635 } 1517 }
1636} 1518}
1637 1519
1638/* Returns true of op1 and op2 are effectively on the same map 1520/* Returns true of op1 and op2 are effectively on the same map
1652} 1534}
1653 1535
1654object * 1536object *
1655maptile::insert (object *op, int x, int y, object *originator, int flags) 1537maptile::insert (object *op, int x, int y, object *originator, int flags)
1656{ 1538{
1657 if (!op->flag [FLAG_REMOVED])
1658 op->remove ();
1659
1660 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1539 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1661} 1540}
1662 1541
1542region *
1543maptile::region (int x, int y) const
1544{
1545 if (regions
1546 && regionmap
1547 && !OUT_OF_REAL_MAP (this, x, y))
1548 if (struct region *reg = regionmap [regions [y * width + x]])
1549 return reg;
1550
1551 if (default_region)
1552 return default_region;
1553
1554 return ::region::default_region ();
1555}
1556
1557/* picks a random object from a style map.
1558 */
1559object *
1560maptile::pick_random_object (rand_gen &gen) const
1561{
1562 /* while returning a null object will result in a crash, that
1563 * is actually preferable to an infinite loop. That is because
1564 * most servers will automatically restart in case of crash.
1565 * Change the logic on getting the random space - shouldn't make
1566 * any difference, but this seems clearer to me.
1567 */
1568 for (int i = 1000; --i;)
1569 {
1570 object *pick = at (gen (width), gen (height)).bot;
1571
1572 // do not prefer big monsters just because they are big.
1573 if (pick && pick->is_head ())
1574 return pick->head_ ();
1575 }
1576
1577 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find ("bug");
1579}
1580
1581void
1582maptile::play_sound (faceidx sound, int x, int y) const
1583{
1584 if (!sound)
1585 return;
1586
1587 for_all_players_on_map (pl, this)
1588 if (client *ns = pl->ns)
1589 {
1590 int dx = x - pl->ob->x;
1591 int dy = y - pl->ob->y;
1592
1593 int distance = idistance (dx, dy);
1594
1595 if (distance <= MAX_SOUND_DISTANCE)
1596 ns->play_sound (sound, dx, dy);
1597 }
1598}
1599
1600void
1601maptile::say_msg (const char *msg, int x, int y) const
1602{
1603 for_all_players (pl)
1604 if (client *ns = pl->ns)
1605 {
1606 int dx = x - pl->ob->x;
1607 int dy = y - pl->ob->y;
1608
1609 int distance = idistance (dx, dy);
1610
1611 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 }
1614}
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1681{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear ();
1684
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686
1687 // add end marker
1688 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1689 r->m = 0;
1690
1691 return (maprect *)buf.linearise ();
1692}
1693

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