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Comparing deliantra/server/common/map.C (file contents):
Revision 1.79 by root, Sat Jan 20 22:09:51 2007 UTC vs.
Revision 1.170 by root, Sun Nov 8 15:11:22 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h>
26#include <funcpoint.h>
27
28#include <loader.h>
29#include <unistd.h> 25#include <unistd.h>
30 26
27#include "global.h"
28#include "loader.h"
31#include "path.h" 29#include "path.h"
32 30
33/* 31//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 32
47/* 33sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 strcpy (buf, create_pathname (name));
73 else
74 strcpy (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 34
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
137 * by the caller. 73 * by the caller.
138 */ 74 */
139int 75int
140blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 77{
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this. 79 * have already checked this.
147 */ 80 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 82 {
150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
151 return 1; 84 return 1;
152 } 85 }
153 86
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 88
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
160 91
161 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 94 * things we need to do for players.
164 */ 95 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
166 return 0; 97 return 0;
167 98
168 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
174 */ 105 */
175 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
176 return 0; 107 return 0;
177 108
178 if (ob->head != NULL)
179 ob = ob->head; 109 ob = ob->head_ ();
180 110
181 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
182 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
183 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
184 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
185 */ 115 */
186 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
187 { 117 {
188 118 if (OB_MOVE_BLOCK (ob, tmp))
189 /* This must be before the checks below. Code for inventory checkers. */
190 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
191 { 119 {
192 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
193 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
194 * pass through this space. 122 return 1;
195 */ 123 else
196 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
197 { 127 {
198 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
199 return 1; 132 return 1;
200 else 133 }
201 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
202 } 143 }
203 else 144 else
204 { 145 return 1; // unconditional block
205 /* In this case, the player must not have the object - 146
206 * if they do, they can't pass through.
207 */
208 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
209 return 1;
210 else
211 continue;
212 }
213 } /* if check_inv */
214 else 147 } else {
215 { 148 // space does not block the ob, directly, but
216 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
217 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
218 * movement, can't move here. 151
219 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
220 * hidden dm 153 && tmp->head_ () != ob
221 */ 154 && tmp != ob
222 if (OB_MOVE_BLOCK (ob, tmp)) 155 && tmp->type != DOOR
223 return 1; 156 && !tmp->flag [FLAG_WIZPASS])
224 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
225 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
226 return 1; 157 return 1;
227 } 158 }
228
229 } 159 }
160
230 return 0; 161 return 0;
231} 162}
232 163
233/* 164/*
234 * Returns true if the given object can't fit in the given spot. 165 * 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, 166 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
239 * 170 *
240 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
241 * 172 *
242 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
254 * 185 *
255 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
257 * against the move_block values. 188 * against the move_block values.
258 */ 189 */
259int 190bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
261{ 192{
262 archetype *tmp; 193 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 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
276 196
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 197 if (!pos.normalise ())
278 { 198 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 199
281 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 201
283 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 203 return 1;
285 204
286 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
287 206 * (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. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 208 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 210 continue;
295 211
296 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
298 */ 214 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
300 return P_NO_PASS; 216 return 1;
301 } 217 }
302 218
303 return 0; 219 return 0;
304} 220}
305 221
307 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
308 * and insert them properly. 224 * and insert them properly.
309 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
311 */ 227 */
312void 228static void
313fix_container (object *container) 229fix_container (object *container)
314{ 230{
315 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
316 232
317 container->inv = 0; 233 container->inv = 0;
323 239
324 insert_ob_in_ob (tmp, container); 240 insert_ob_in_ob (tmp, container);
325 tmp = next; 241 tmp = next;
326 } 242 }
327 243
328 /* sum_weight will go through and calculate what all the containers are 244 // go through and calculate what all the containers are carrying.
329 * carrying. 245 //TODO: remove
330 */ 246 container->update_weight ();
331 sum_weight (container);
332} 247}
248
249//-GPL
333 250
334void 251void
335maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
336{ 253{
337 if (!spaces) 254 if (!spaces)
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 259 tmp->flag [flag] = value;
343} 260}
344 261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
276
345/* link_multipart_objects go through all the objects on the map looking 277/* 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 278 * 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 279 * 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 280 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 281 */
351void 282void
352maptile::link_multipart_objects () 283maptile::link_multipart_objects ()
353{ 284{
354 if (!spaces) 285 if (!spaces)
355 return; 286 return;
356 287
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 288 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 289 {
290 object *op = ms->bot;
291 while (op)
359 { 292 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 293 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 294 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 { 295 {
374 op = arch_to_object (at); 296 op->remove ();
297 op->expand_tail ();
375 298
376 /* update x,y coordinates */ 299 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 300 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 301 // 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); 302 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
303
304 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
305 // so we have to reset the iteration through the mapspace
391 } 306 }
307 else
308 op = op->above;
392 } 309 }
393
394 tmp = above;
395 } 310 }
396} 311}
312
313//-GPL
397 314
398/* 315/*
399 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 317 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 318 */
403bool 319bool
404maptile::_load_objects (object_thawer &thawer) 320maptile::_load_objects (object_thawer &f)
405{ 321{
406 int unique; 322 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 { 323 {
414 /* if the archetype for the object is null, means that we 324 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 325
416 * or editor will not be able to do anything with it either. 326 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 327 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 328 case KW_arch:
329 if (object *op = object::read (f, this))
330 {
331 // TODO: why?
332 if (op->inv)
333 op->update_weight ();
334
335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
358 }
359
421 continue; 360 continue;
422 }
423 361
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: 362 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 363 return true;
437 op->head = prev, last_more->more = op, last_more = op; 364
365 default:
366 if (!f.parse_error ("map file"))
367 return false;
438 break; 368 break;
439 } 369 }
440 370
441 op = object::create (); 371 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 } 372 }
462#endif
463 373
464 return true; 374 return true;
465} 375}
466 376
467void 377void
468maptile::activate () 378maptile::activate ()
469{ 379{
470 if (!spaces) 380 if (spaces)
471 return;
472
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 381 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 382 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 383 op->activate_recursive ();
476} 384}
477 385
478void 386void
479maptile::deactivate () 387maptile::deactivate ()
480{ 388{
481 if (!spaces) 389 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 390 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 391 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 392 op->deactivate_recursive ();
487} 393}
488 394
489bool 395bool
490maptile::_save_objects (object_freezer &freezer, int flags) 396maptile::_save_objects (object_freezer &f, int flags)
491{ 397{
492 static int cede_count = 0; 398 coroapi::cede_to_tick ();
493 399
494 if (flags & IO_HEADER) 400 if (flags & IO_HEADER)
495 _save_header (freezer); 401 _save_header (f);
496 402
497 if (!spaces) 403 if (!spaces)
498 return false; 404 return false;
499 405
500 for (int i = 0; i < size (); ++i) 406 for (int i = 0; i < size (); ++i)
501 { 407 {
502#if 0 // temporarily disabled for improved(?) stability, schmorp #TODO#d#//D
503 if (cede_count >= 500)
504 {
505 cede_count = 0;
506 coroapi::cede ();
507 }
508#endif
509
510 int unique = 0; 408 bool unique = 0;
409
511 for (object *op = spaces [i].bot; op; op = op->above) 410 for (object *op = spaces [i].bot; op; op = op->above)
512 { 411 {
513 // count per-object, but cede only when modification-safe
514 cede_count++;
515
516 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 412 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
517 unique = 1;
518 413
519 if (!op->can_map_save ()) 414 if (expect_false (!op->can_map_save ()))
520 continue; 415 continue;
521 416
522 if (unique || op->flag [FLAG_UNIQUE]) 417 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
523 { 418 {
524 if (flags & IO_UNIQUES) 419 if (flags & IO_UNIQUES)
525 save_object (freezer, op, 1); 420 op->write (f);
526 } 421 }
527 else if (flags & IO_OBJECTS) 422 else if (expect_true (flags & IO_OBJECTS))
528 save_object (freezer, op, 1); 423 op->write (f);
529 } 424 }
530 } 425 }
531 426
427 coroapi::cede_to_tick ();
428
532 return true; 429 return true;
533}
534
535bool
536maptile::_load_objects (const char *path, bool skip_header)
537{
538 object_thawer thawer (path);
539
540 if (!thawer)
541 return false;
542
543 if (skip_header)
544 for (;;)
545 {
546 keyword kw = thawer.get_kv ();
547
548 if (kw == KW_end)
549 break;
550
551 thawer.skip_kv (kw);
552 }
553
554 return _load_objects (thawer);
555} 430}
556 431
557bool 432bool
558maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
559{ 434{
568maptile::maptile () 443maptile::maptile ()
569{ 444{
570 in_memory = MAP_SWAPPED; 445 in_memory = MAP_SWAPPED;
571 446
572 /* The maps used to pick up default x and y values from the 447 /* The maps used to pick up default x and y values from the
573 * map archetype. Mimic that behaviour. 448 * map archetype. Mimic that behaviour.
574 */ 449 */
575 width = 16; 450 width = 16;
576 height = 16; 451 height = 16;
577 reset_timeout = 0;
578 timeout = 300; 452 timeout = 300;
579 enter_x = 0; 453 max_nrof = 1000; // 1000 items of anything
580 enter_y = 0; 454 max_items = 25;
455 max_volume = 2000000; // 2m³
581} 456}
582 457
583maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
584{ 459{
585 in_memory = MAP_SWAPPED; 460 in_memory = MAP_SWAPPED;
605 if (spaces) 480 if (spaces)
606 return; 481 return;
607 482
608 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
609} 484}
485
486//+GPL
610 487
611/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
612 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
613 * at a later date. 490 * at a later date.
614 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
691 return items; 568 return items;
692} 569}
693 570
694/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
695 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
696static void 573static const char *
697print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
698{ 575{
699 int i; 576 static dynbuf_text buf; buf.clear ();
700 char tmp[MAX_BUF];
701 577
702 strcpy (output_string, "");
703 for (i = 0; i < m->shopitems[0].index; i++) 578 for (int i = 0; i < m->shopitems[0].index; i++)
704 { 579 {
705 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
706 { 581 {
707 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
708 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
709 else 584 else
710 sprintf (tmp, "%s;", m->shopitems[i].name); 585 buf.printf ("%s;", m->shopitems[i].name);
711 } 586 }
712 else 587 else
713 { 588 {
714 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
715 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 buf.printf ("*:%d;", m->shopitems[i].strength);
716 else 591 else
717 sprintf (tmp, "*"); 592 buf.printf ("*");
718 } 593 }
719
720 strcat (output_string, tmp);
721 } 594 }
595
596 return buf;
722} 597}
598
599//-GPL
723 600
724/* This loads the header information of the map. The header 601/* This loads the header information of the map. The header
725 * contains things like difficulty, size, timeout, etc. 602 * contains things like difficulty, size, timeout, etc.
726 * this used to be stored in the map object, but with the 603 * this used to be stored in the map object, but with the
727 * addition of tiling, fields beyond that easily named in an 604 * addition of tiling, fields beyond that easily named in an
735bool 612bool
736maptile::_load_header (object_thawer &thawer) 613maptile::_load_header (object_thawer &thawer)
737{ 614{
738 for (;;) 615 for (;;)
739 { 616 {
740 keyword kw = thawer.get_kv ();
741
742 switch (kw) 617 switch (thawer.kw)
743 { 618 {
744 case KW_EOF:
745 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
746 return false;
747
748 case KW_end:
749 return true;
750
751 default:
752 case KW_ERROR:
753 LOG (llevError, "%s: skipping errornous line (%s) while reading map header.\n", &path, thawer.last_keyword);
754 break;
755
756 case KW_msg: 619 case KW_msg:
757 thawer.get_ml (KW_endmsg, msg); 620 thawer.get_ml (KW_endmsg, msg);
758 break; 621 break;
759 622
760 case KW_lore: // CF+ extension 623 case KW_lore: // CF+ extension
791 case KW_winddir: thawer.get (winddir); break; 654 case KW_winddir: thawer.get (winddir); break;
792 case KW_sky: thawer.get (sky); break; 655 case KW_sky: thawer.get (sky); break;
793 656
794 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
795 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
796 661
797 case KW_region: get_region_by_name (thawer.get_str ()); break; 662 case KW_region: default_region = region::find (thawer.get_str ()); break;
798 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
799 664
800 // old names new names 665 // old names new names
801 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
802 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
810 675
811 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
812 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
813 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
814 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680
681 case KW_ERROR:
682 set_key_text (thawer.kw_str, thawer.value);
683 break;
684
685 case KW_end:
686 thawer.next ();
687 return true;
688
689 default:
690 if (!thawer.parse_error ("map", 0))
691 return false;
692 break;
815 } 693 }
694
695 thawer.next ();
816 } 696 }
817 697
818 abort (); 698 abort ();
819} 699}
820 700
821bool 701//+GPL
822maptile::_load_header (const char *path)
823{
824 object_thawer thawer (path);
825
826 if (!thawer)
827 return false;
828
829 return _load_header (thawer);
830}
831 702
832/****************************************************************************** 703/******************************************************************************
833 * This is the start of unique map handling code 704 * This is the start of unique map handling code
834 *****************************************************************************/ 705 *****************************************************************************/
835 706
845 object *above = op->above; 716 object *above = op->above;
846 717
847 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
848 unique = 1; 719 unique = 1;
849 720
850 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
851 {
852 op->destroy_inv (false);
853 op->destroy (); 722 op->destroy ();
854 }
855 723
856 op = above; 724 op = above;
857 } 725 }
858 } 726 }
859} 727}
728
729//-GPL
860 730
861bool 731bool
862maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
863{ 733{
864#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW_ ## k, k)
869 if (name) MAP_OUT (name); 739 if (name) MAP_OUT (name);
870 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
871 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
872 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
873 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
874 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
875
876 if (region) MAP_OUT2 (region, region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
877 748
878 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
879 {
880 char shop[MAX_BUF];
881 print_shop_string (this, shop);
882 MAP_OUT2 (shopitems, shop);
883 }
884
885 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
886 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
887 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
888 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
754
889 MAP_OUT (darkness); 755 MAP_OUT (darkness);
890 MAP_OUT (width); 756 MAP_OUT (width);
891 MAP_OUT (height); 757 MAP_OUT (height);
892 MAP_OUT (enter_x); 758 MAP_OUT (enter_x);
893 MAP_OUT (enter_y); 759 MAP_OUT (enter_y);
926 return false; 792 return false;
927 793
928 return freezer.save (path); 794 return freezer.save (path);
929} 795}
930 796
797//+GPL
798
931/* 799/*
932 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
933 */ 801 */
934void 802void
935maptile::clear () 803maptile::clear ()
936{ 804{
937 if (!spaces) 805 if (spaces)
938 return; 806 {
939
940 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
941 while (object *op = ms->bot) 808 while (object *op = ms->bot)
942 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
816 object *head = op->head_ ();
943 if (op->head) 817 if (op == head)
944 op = op->head;
945
946 op->destroy_inv (false);
947 op->destroy (); 818 op->destroy ();
819 else if (head->map != op->map)
820 {
821 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
822 head->destroy ();
823 }
824 }
825
826 sfree0 (spaces, size ());
948 } 827 }
949
950 sfree (spaces, size ()), spaces = 0;
951 828
952 if (buttons) 829 if (buttons)
953 free_objectlinkpt (buttons), buttons = 0; 830 free_objectlinkpt (buttons), buttons = 0;
831
832 sfree0 (regions, size ());
833 delete [] regionmap; regionmap = 0;
954} 834}
955 835
956void 836void
957maptile::clear_header () 837maptile::clear_header ()
958{ 838{
990 attachable::do_destroy (); 870 attachable::do_destroy ();
991 871
992 clear (); 872 clear ();
993} 873}
994 874
995/* 875/* decay and destroy perishable items in a map */
996 * Updates every button on the map (by calling update_button() for them).
997 */
998void 876void
999maptile::update_buttons () 877maptile::do_decay_objects ()
1000{ 878{
1001 for (oblinkpt *obp = buttons; obp; obp = obp->next) 879 if (!spaces)
1002 for (objectlink *ol = obp->link; ol; ol = ol->next) 880 return;
881
882 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above)
1003 { 884 {
1004 if (!ol->ob) 885 above = op->above;
886
887 bool destroy = 0;
888
889 // do not decay anything above unique floor tiles (yet :)
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
891 break;
892
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
894 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ())
899 ; // do not decay
900 else if (op->is_weapon ())
1005 { 901 {
1006 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 902 op->stats.dam--;
1007 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 903 if (op->stats.dam < 0)
1008 continue; 904 destroy = 1;
1009 } 905 }
1010 906 else if (op->is_armor ())
1011 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1012 { 907 {
1013 update_button (ol->ob); 908 op->stats.ac--;
1014 break; 909 if (op->stats.ac < 0)
910 destroy = 1;
1015 } 911 }
912 else if (op->type == FOOD)
913 {
914 op->stats.food -= rndm (5, 20);
915 if (op->stats.food < 0)
916 destroy = 1;
917 }
918 else
919 {
920 int mat = op->materials;
921
922 if (mat & M_PAPER
923 || mat & M_LEATHER
924 || mat & M_WOOD
925 || mat & M_ORGANIC
926 || mat & M_CLOTH
927 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32))
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
1016 } 939 }
1017} 940}
1018 941
1019/* 942/*
1020 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
1021 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
1022 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
1023 * 946 *
1024 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
1025 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
1026 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
1027 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
1028 */ 951 */
1029int 952int
1030maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
1031{ 954{
1032 long monster_cnt = 0; 955 long monster_cnt = 0;
1044 967
1045 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (QUERY_FLAG (op, FLAG_GENERATOR))
1046 { 969 {
1047 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1048 971
1049 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 972 if (archetype *at = op->other_arch)
973 {
1050 total_exp += at->clone.stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1051
1052 monster_cnt++; 975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1053 } 983 }
1054 } 984 }
1055 985
1056 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1057 987
1070 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1071 */ 1001 */
1072int 1002int
1073maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
1074{ 1004{
1075 int new_level = darkness + change;
1076
1077 /* Nothing to do */ 1005 /* Nothing to do */
1078 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
1079 return 0; 1007 return 0;
1080 1008
1081 /* inform all players on the map */ 1009 /* inform all players on the map */
1082 if (change > 0) 1010 if (change > 0)
1083 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1084 else 1012 else
1085 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1086 1014
1087 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1088 * we need to be extra careful about negative values.
1089 * In general, the checks below are only needed if change
1090 * is not +/-1
1091 */
1092 if (new_level < 0)
1093 darkness = 0;
1094 else if (new_level >= MAX_DARKNESS)
1095 darkness = MAX_DARKNESS;
1096 else
1097 darkness = new_level;
1098 1016
1099 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1100 update_all_map_los (this); 1018 update_all_map_los (this);
1019
1101 return 1; 1020 return 1;
1102} 1021}
1103 1022
1104/* 1023/*
1105 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1108 * through, etc) 1027 * through, etc)
1109 */ 1028 */
1110void 1029void
1111mapspace::update_ () 1030mapspace::update_ ()
1112{ 1031{
1113 object *tmp, *last = 0; 1032 object *last = 0;
1114 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE, anywhere = 0;
1115 facetile *top, *floor, *middle; 1034 sint8 light = 0;
1116 object *top_obj, *floor_obj, *middle_obj;
1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t nrof = 0;
1118 1038
1119 middle = blank_face; 1039 //object *middle = 0;
1120 top = blank_face; 1040 //object *top = 0;
1121 floor = blank_face; 1041 //object *floor = 0;
1042 // this seems to generate better code than using locals, above
1043 object *&top = faces_obj[0] = 0;
1044 object *&middle = faces_obj[1] = 0;
1045 object *&floor = faces_obj[2] = 0;
1122 1046
1123 middle_obj = 0;
1124 top_obj = 0;
1125 floor_obj = 0;
1126
1127 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1047 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1128 { 1048 {
1129 /* This could be made additive I guess (two lights better than 1049 ++nrof;
1130 * one). But if so, it shouldn't be a simple additive - 2 1050
1131 * light bulbs do not illuminate twice as far as once since 1051 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1132 * it is a dissapation factor that is cubed.
1133 */
1134 if (tmp->glow_radius > light)
1135 light = tmp->glow_radius; 1052 light += tmp->glow_radius;
1136 1053
1137 /* This call is needed in order to update objects the player 1054 /* This call is needed in order to update objects the player
1138 * is standing in that have animations (ie, grass, fire, etc). 1055 * is standing in that have animations (ie, grass, fire, etc).
1139 * However, it also causes the look window to be re-drawn 1056 * However, it also causes the look window to be re-drawn
1140 * 3 times each time the player moves, because many of the 1057 * 3 times each time the player moves, because many of the
1142 * 1059 *
1143 * Always put the player down for drawing. 1060 * Always put the player down for drawing.
1144 */ 1061 */
1145 if (!tmp->invisible) 1062 if (!tmp->invisible)
1146 { 1063 {
1147 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1064 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1065 top = tmp;
1066 else
1148 { 1067 {
1149 top = tmp->face; 1068 if (tmp->flag [FLAG_IS_FLOOR])
1069 {
1070 /* If we got a floor, that means middle and top were below it,
1071 * so should not be visible, so we clear them.
1072 */
1073 middle = 0;
1074 top = 0;
1150 top_obj = tmp; 1075 floor = tmp;
1076 }
1077 else
1078 {
1079 if (!tmp->flag [FLAG_NO_PICK])
1080 volume += tmp->volume ();
1081
1082 /* Flag anywhere have high priority */
1083 if (tmp->flag [FLAG_SEE_ANYWHERE])
1084 {
1085 middle = tmp;
1086 anywhere = 1;
1087 }
1088 /* Find the highest visible face around. If equal
1089 * visibilities, we still want the one nearer to the
1090 * top
1091 */
1092 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1093 middle = tmp;
1094 }
1151 } 1095 }
1152 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1153 {
1154 /* If we got a floor, that means middle and top were below it,
1155 * so should not be visible, so we clear them.
1156 */
1157 middle = blank_face;
1158 top = blank_face;
1159 floor = tmp->face;
1160 floor_obj = tmp;
1161 }
1162 /* Flag anywhere have high priority */
1163 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1164 {
1165 middle = tmp->face;
1166
1167 middle_obj = tmp;
1168 anywhere = 1;
1169 }
1170 /* Find the highest visible face around. If equal
1171 * visibilities, we still want the one nearer to the
1172 * top
1173 */
1174 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1175 {
1176 middle = tmp->face;
1177 middle_obj = tmp;
1178 }
1179 }
1180
1181 if (tmp == tmp->above)
1182 {
1183 LOG (llevError, "Error in structure of map\n");
1184 exit (-1);
1185 } 1096 }
1186 1097
1187 move_slow |= tmp->move_slow; 1098 move_slow |= tmp->move_slow;
1188 move_block |= tmp->move_block; 1099 move_block |= tmp->move_block;
1189 move_on |= tmp->move_on; 1100 move_on |= tmp->move_on;
1196 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1107 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1197 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1108 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1198 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1109 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1199 } 1110 }
1200 1111
1201 this->light = light; 1112 this->light = min (light, MAX_LIGHT_RADIUS);
1202 this->flags_ = flags; 1113 this->flags_ = flags;
1203 this->move_block = move_block & ~move_allow; 1114 this->move_block = move_block & ~move_allow;
1204 this->move_on = move_on; 1115 this->move_on = move_on;
1205 this->move_off = move_off; 1116 this->move_off = move_off;
1206 this->move_slow = move_slow; 1117 this->move_slow = move_slow;
1118 this->volume_ = volume / 1024;
1119 this->nrof_ = min (65535, nrof);
1207 1120
1208 /* At this point, we have a floor face (if there is a floor), 1121 /* At this point, we have a floor face (if there is a floor),
1209 * and the floor is set - we are not going to touch it at 1122 * and the floor is set - we are not going to touch it at
1210 * this point. 1123 * this point.
1211 * middle contains the highest visibility face. 1124 * middle contains the highest visibility face.
1218 * middle face. This should not happen, as we already have the 1131 * middle face. This should not happen, as we already have the
1219 * else statement above so middle should not get set. OTOH, it 1132 * else statement above so middle should not get set. OTOH, it
1220 * may be possible for the faces to match but be different objects. 1133 * may be possible for the faces to match but be different objects.
1221 */ 1134 */
1222 if (top == middle) 1135 if (top == middle)
1223 middle = blank_face; 1136 middle = 0;
1224 1137
1225 /* There are three posibilities at this point: 1138 /* There are three posibilities at this point:
1226 * 1) top face is set, need middle to be set. 1139 * 1) top face is set, need middle to be set.
1227 * 2) middle is set, need to set top. 1140 * 2) middle is set, need to set top.
1228 * 3) neither middle or top is set - need to set both. 1141 * 3) neither middle or top is set - need to set both.
1229 */ 1142 */
1230 1143
1231 for (tmp = last; tmp; tmp = tmp->below) 1144 for (object *tmp = last; tmp; tmp = tmp->below)
1232 { 1145 {
1233 /* Once we get to a floor, stop, since we already have a floor object */ 1146 /* Once we get to a floor, stop, since we already have a floor object */
1234 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1147 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1235 break; 1148 break;
1236 1149
1237 /* If two top faces are already set, quit processing */ 1150 /* If two top faces are already set, quit processing */
1238 if ((top != blank_face) && (middle != blank_face)) 1151 if (top && middle)
1239 break; 1152 break;
1240 1153
1241 /* Only show visible faces */ 1154 /* Only show visible faces */
1242 if (!tmp->invisible) 1155 if (!tmp->invisible)
1243 { 1156 {
1244 /* Fill in top if needed */ 1157 /* Fill in top if needed */
1245 if (top == blank_face) 1158 if (!top)
1246 { 1159 {
1247 top = tmp->face;
1248 top_obj = tmp; 1160 top = tmp;
1249 if (top == middle) 1161 if (top == middle)
1250 middle = blank_face; 1162 middle = 0;
1251 } 1163 }
1252 else 1164 else
1253 { 1165 {
1254 /* top is already set - we should only get here if 1166 /* top is already set - we should only get here if
1255 * middle is not set 1167 * middle is not set
1256 * 1168 *
1257 * Set the middle face and break out, since there is nothing 1169 * Set the middle face and break out, since there is nothing
1258 * more to fill in. We don't check visiblity here, since 1170 * more to fill in. We don't check visiblity here, since
1259 * 1171 *
1260 */ 1172 */
1261 if (tmp->face != top) 1173 if (tmp != top)
1262 { 1174 {
1263 middle = tmp->face;
1264 middle_obj = tmp; 1175 middle = tmp;
1265 break; 1176 break;
1266 } 1177 }
1267 } 1178 }
1268 } 1179 }
1269 } 1180 }
1270 1181
1271 if (middle == floor) 1182 if (middle == floor)
1272 middle = blank_face; 1183 middle = 0;
1273 1184
1274 if (top == middle) 1185 if (top == middle)
1275 middle = blank_face; 1186 middle = 0;
1276 1187
1277 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1188#if 0
1278 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1189 faces_obj [0] = top;
1279 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1190 faces_obj [1] = middle;
1191 faces_obj [2] = floor;
1192#endif
1280} 1193}
1281 1194
1282/* this updates the orig_map->tile_map[tile_num] value after finding 1195maptile *
1283 * the map. It also takes care of linking back the freshly found 1196maptile::tile_available (int dir, bool load)
1284 * maps tile_map values if it tiles back to this one. It returns
1285 * the value of orig_map->tile_map[tile_num].
1286 */
1287static inline maptile *
1288find_and_link (maptile *orig_map, int tile_num)
1289{ 1197{
1290 maptile *mp = orig_map->tile_map [tile_num]; 1198 if (tile_path[dir])
1291
1292 if (!mp)
1293 {
1294 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1295
1296 if (!mp)
1297 {
1298 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1299 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1300 &orig_map->tile_path[tile_num], &orig_map->path);
1301 mp = new maptile (1, 1);
1302 mp->alloc ();
1303 mp->in_memory = MAP_IN_MEMORY;
1304 }
1305 } 1199 {
1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1201 return tile_map[dir];
1306 1202
1307 int dest_tile = (tile_num + 2) % 4; 1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1204 return tile_map[dir];
1205 }
1308 1206
1309 orig_map->tile_map [tile_num] = mp;
1310
1311 // optimisation: back-link map to origin map if euclidean
1312 //TODO: non-euclidean maps MUST GO
1313 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1314 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1315
1316 return mp; 1207 return 0;
1317}
1318
1319static inline void
1320load_and_link (maptile *orig_map, int tile_num)
1321{
1322 find_and_link (orig_map, tile_num)->load_sync ();
1323} 1208}
1324 1209
1325/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1326 * map m. This function also takes into account any 1211 * map m. This function also takes into account any
1327 * tiling considerations, loading adjacant maps as needed. 1212 * tiling considerations, loading adjacant maps as needed.
1340 if (!m) 1225 if (!m)
1341 return 0; 1226 return 0;
1342 1227
1343 if (x < 0) 1228 if (x < 0)
1344 { 1229 {
1345 if (!m->tile_path[3]) 1230 if (!m->tile_available (3))
1346 return 1; 1231 return 1;
1347 1232
1348 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1349 find_and_link (m, 3);
1350
1351 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1233 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1352 } 1234 }
1353 1235
1354 if (x >= m->width) 1236 if (x >= m->width)
1355 { 1237 {
1356 if (!m->tile_path[1]) 1238 if (!m->tile_available (1))
1357 return 1; 1239 return 1;
1358 1240
1359 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1360 find_and_link (m, 1);
1361
1362 return out_of_map (m->tile_map[1], x - m->width, y); 1241 return out_of_map (m->tile_map[1], x - m->width, y);
1363 } 1242 }
1364 1243
1365 if (y < 0) 1244 if (y < 0)
1366 { 1245 {
1367 if (!m->tile_path[0]) 1246 if (!m->tile_available (0))
1368 return 1; 1247 return 1;
1369 1248
1370 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1371 find_and_link (m, 0);
1372
1373 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1249 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1374 } 1250 }
1375 1251
1376 if (y >= m->height) 1252 if (y >= m->height)
1377 { 1253 {
1378 if (!m->tile_path[2]) 1254 if (!m->tile_available (2))
1379 return 1; 1255 return 1;
1380
1381 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1382 find_and_link (m, 2);
1383 1256
1384 return out_of_map (m->tile_map[2], x, y - m->height); 1257 return out_of_map (m->tile_map[2], x, y - m->height);
1385 } 1258 }
1386 1259
1387 /* Simple case - coordinates are within this local 1260 /* Simple case - coordinates are within this local
1401maptile * 1274maptile *
1402maptile::xy_find (sint16 &x, sint16 &y) 1275maptile::xy_find (sint16 &x, sint16 &y)
1403{ 1276{
1404 if (x < 0) 1277 if (x < 0)
1405 { 1278 {
1406 if (!tile_path[3]) 1279 if (!tile_available (3))
1407 return 0; 1280 return 0;
1408 1281
1409 find_and_link (this, 3);
1410 x += tile_map[3]->width; 1282 x += tile_map[3]->width;
1411 return tile_map[3]->xy_find (x, y); 1283 return tile_map[3]->xy_find (x, y);
1412 } 1284 }
1413 1285
1414 if (x >= width) 1286 if (x >= width)
1415 { 1287 {
1416 if (!tile_path[1]) 1288 if (!tile_available (1))
1417 return 0; 1289 return 0;
1418 1290
1419 find_and_link (this, 1);
1420 x -= width; 1291 x -= width;
1421 return tile_map[1]->xy_find (x, y); 1292 return tile_map[1]->xy_find (x, y);
1422 } 1293 }
1423 1294
1424 if (y < 0) 1295 if (y < 0)
1425 { 1296 {
1426 if (!tile_path[0]) 1297 if (!tile_available (0))
1427 return 0; 1298 return 0;
1428 1299
1429 find_and_link (this, 0);
1430 y += tile_map[0]->height; 1300 y += tile_map[0]->height;
1431 return tile_map[0]->xy_find (x, y); 1301 return tile_map[0]->xy_find (x, y);
1432 } 1302 }
1433 1303
1434 if (y >= height) 1304 if (y >= height)
1435 { 1305 {
1436 if (!tile_path[2]) 1306 if (!tile_available (2))
1437 return 0; 1307 return 0;
1438 1308
1439 find_and_link (this, 2);
1440 y -= height; 1309 y -= height;
1441 return tile_map[2]->xy_find (x, y); 1310 return tile_map[2]->xy_find (x, y);
1442 } 1311 }
1443 1312
1444 /* Simple case - coordinates are within this local 1313 /* Simple case - coordinates are within this local
1449 1318
1450/** 1319/**
1451 * Return whether map2 is adjacent to map1. If so, store the distance from 1320 * Return whether map2 is adjacent to map1. If so, store the distance from
1452 * map1 to map2 in dx/dy. 1321 * map1 to map2 in dx/dy.
1453 */ 1322 */
1454static int 1323int
1455adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1324adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1456{ 1325{
1457 if (!map1 || !map2) 1326 if (!map1 || !map2)
1458 return 0; 1327 return 0;
1459 1328
1460 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1329 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1461 //fix: compare paths instead (this is likely faster, too!) 1330 //fix: compare paths instead (this is likely faster, too!)
1462 if (map1 == map2) 1331 if (map1 == map2)
1463 { 1332 {
1464 *dx = 0; 1333 *dx = 0;
1465 *dy = 0; 1334 *dy = 0;
1571get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1440get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1572{ 1441{
1573 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1442 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1574 { 1443 {
1575 /* be conservative and fill in _some_ data */ 1444 /* be conservative and fill in _some_ data */
1576 retval->distance = 100000; 1445 retval->distance = 10000;
1577 retval->distance_x = 32767; 1446 retval->distance_x = 10000;
1578 retval->distance_y = 32767; 1447 retval->distance_y = 10000;
1579 retval->direction = 0; 1448 retval->direction = 0;
1580 retval->part = 0; 1449 retval->part = 0;
1581 } 1450 }
1582 else 1451 else
1583 { 1452 {
1588 1457
1589 best = op1; 1458 best = op1;
1590 /* If this is multipart, find the closest part now */ 1459 /* If this is multipart, find the closest part now */
1591 if (!(flags & 0x1) && op1->more) 1460 if (!(flags & 0x1) && op1->more)
1592 { 1461 {
1593 object *tmp;
1594 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1462 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1595 1463
1596 /* we just take the offset of the piece to head to figure 1464 /* we just take the offset of the piece to head to figure
1597 * distance instead of doing all that work above again 1465 * distance instead of doing all that work above again
1598 * since the distance fields we set above are positive in the 1466 * since the distance fields we set above are positive in the
1599 * same axis as is used for multipart objects, the simply arithmetic 1467 * same axis as is used for multipart objects, the simply arithmetic
1600 * below works. 1468 * below works.
1601 */ 1469 */
1602 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1470 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1603 { 1471 {
1604 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1472 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1605 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1473 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1606 if (tmpi < best_distance) 1474 if (tmpi < best_distance)
1607 { 1475 {
1616 retval->distance_y += op1->y - best->y; 1484 retval->distance_y += op1->y - best->y;
1617 } 1485 }
1618 } 1486 }
1619 1487
1620 retval->part = best; 1488 retval->part = best;
1621 retval->distance = idistance (retval->distance_x, retval->distance_y); 1489 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1622 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1490 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1623 } 1491 }
1624} 1492}
1625 1493
1626/* this is basically the same as get_rangevector above, but instead of 1494/* this is basically the same as get_rangevector above, but instead of
1631 * flags has no meaning for this function at this time - I kept it in to 1499 * flags has no meaning for this function at this time - I kept it in to
1632 * be more consistant with the above function and also in case they are needed 1500 * be more consistant with the above function and also in case they are needed
1633 * for something in the future. Also, since no object is pasted, the best 1501 * for something in the future. Also, since no object is pasted, the best
1634 * field of the rv_vector is set to NULL. 1502 * field of the rv_vector is set to NULL.
1635 */ 1503 */
1636
1637void 1504void
1638get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1505get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1639{ 1506{
1640 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1507 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1641 { 1508 {
1642 /* be conservative and fill in _some_ data */ 1509 /* be conservative and fill in _some_ data */
1643 retval->distance = 100000; 1510 retval->distance = 100000;
1649 else 1516 else
1650 { 1517 {
1651 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
1652 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
1653 1520
1654 retval->part = NULL; 1521 retval->part = 0;
1655 retval->distance = idistance (retval->distance_x, retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1656 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1657 } 1524 }
1658} 1525}
1659 1526
1660/* Returns true of op1 and op2 are effectively on the same map 1527/* Returns true of op1 and op2 are effectively on the same map
1671 int dx, dy; 1538 int dx, dy;
1672 1539
1673 return adjacent_map (op1->map, op2->map, &dx, &dy); 1540 return adjacent_map (op1->map, op2->map, &dx, &dy);
1674} 1541}
1675 1542
1543//-GPL
1544
1676object * 1545object *
1677maptile::insert (object *op, int x, int y, object *originator, int flags) 1546maptile::insert (object *op, int x, int y, object *originator, int flags)
1678{ 1547{
1679 if (!op->flag [FLAG_REMOVED])
1680 op->remove ();
1681
1682 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1548 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1683} 1549}
1684 1550
1551region *
1552maptile::region (int x, int y) const
1553{
1554 if (regions
1555 && regionmap
1556 && !OUT_OF_REAL_MAP (this, x, y))
1557 if (struct region *reg = regionmap [regions [y * width + x]])
1558 return reg;
1559
1560 if (default_region)
1561 return default_region;
1562
1563 return ::region::default_region ();
1564}
1565
1566//+GPL
1567
1568/* picks a random object from a style map.
1569 */
1570object *
1571maptile::pick_random_object (rand_gen &gen) const
1572{
1573 /* while returning a null object will result in a crash, that
1574 * is actually preferable to an infinite loop. That is because
1575 * most servers will automatically restart in case of crash.
1576 * Change the logic on getting the random space - shouldn't make
1577 * any difference, but this seems clearer to me.
1578 */
1579 for (int i = 1000; --i;)
1580 {
1581 object *pick = at (gen (width), gen (height)).bot;
1582
1583 // do not prefer big monsters just because they are big.
1584 if (pick && pick->is_head ())
1585 return pick->head_ ();
1586 }
1587
1588 // instead of crashing in the unlikely(?) case, try to return *something*
1589 return archetype::find (shstr_bug);
1590}
1591
1592//-GPL
1593
1594void
1595maptile::play_sound (faceidx sound, int x, int y) const
1596{
1597 if (!sound)
1598 return;
1599
1600 for_all_players_on_map (pl, this)
1601 if (client *ns = pl->ns)
1602 {
1603 int dx = x - pl->ob->x;
1604 int dy = y - pl->ob->y;
1605
1606 int distance = idistance (dx, dy);
1607
1608 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy);
1610 }
1611}
1612
1613void
1614maptile::say_msg (const char *msg, int x, int y) const
1615{
1616 for_all_players (pl)
1617 if (client *ns = pl->ns)
1618 {
1619 int dx = x - pl->ob->x;
1620 int dy = y - pl->ob->y;
1621
1622 int distance = idistance (dx, dy);
1623
1624 if (distance <= MAX_SOUND_DISTANCE)
1625 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1626 }
1627}
1628
1629static void
1630split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1631{
1632 // clip to map to the left
1633 if (x0 < 0)
1634 {
1635 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1636 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1637
1638 if (x1 < 0) // entirely to the left
1639 return;
1640
1641 x0 = 0;
1642 }
1643
1644 // clip to map to the right
1645 if (x1 > m->width)
1646 {
1647 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1648 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1649
1650 if (x0 > m->width) // entirely to the right
1651 return;
1652
1653 x1 = m->width;
1654 }
1655
1656 // clip to map above
1657 if (y0 < 0)
1658 {
1659 if (maptile *tile = m->tile_available (TILE_UP, 1))
1660 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1661
1662 if (y1 < 0) // entirely above
1663 return;
1664
1665 y0 = 0;
1666 }
1667
1668 // clip to map below
1669 if (y1 > m->height)
1670 {
1671 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1672 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1673
1674 if (y0 > m->height) // entirely below
1675 return;
1676
1677 y1 = m->height;
1678 }
1679
1680 // if we get here, the rect is within the current map
1681 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1682
1683 r->m = m;
1684 r->x0 = x0;
1685 r->y0 = y0;
1686 r->x1 = x1;
1687 r->y1 = y1;
1688 r->dx = dx;
1689 r->dy = dy;
1690}
1691
1692maprect *
1693maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1694{
1695 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1696 buf.clear ();
1697
1698 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1699
1700 // add end marker
1701 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1702 r->m = 0;
1703
1704 return (maprect *)buf.linearise ();
1705}
1706

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