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

Comparing deliantra/server/common/map.C (file contents):
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC vs.
Revision 1.222 by root, Sat Dec 1 20:22:12 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <unistd.h> 26#include <unistd.h>
26 27
27#include "global.h" 28#include "global.h"
28#include "loader.h"
29#include "path.h" 29#include "path.h"
30
31//+GPL
30 32
31sint8 maptile::outdoor_darkness; 33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
58 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
59} 61}
60 62
61/* 63/*
62 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
63 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
64 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
65 * can move 1 space to the left, we don't want its own area 67 * can move 1 space to the left, we don't want its own area
66 * to block it from moving there. 68 * to block it from moving there.
67 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
68 * monster. 70 * monster.
76 /* 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
77 * have already checked this. 79 * have already checked this.
78 */ 80 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 82 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 84 return 1;
83 } 85 }
84 86
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 87 mapspace &ms = m->at (sx, sy);
89 88
90 int mflags = ms.flags (); 89 int mflags = ms.flags ();
91 int blocked = ms.move_block; 90 int blocked = ms.move_block;
92 91
93 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
94 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
95 * things we need to do for players. 94 * things we need to do for players.
96 */ 95 */
97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
98 return 0; 97 return 0;
99 98
100 /* if there isn't anything alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
101 * 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
102 * 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
112 /* 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
113 * 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
114 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
116 */ 115 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
118 { 117 {
119 /* This must be before the checks below. Code for inventory checkers. */ 118 if (OB_MOVE_BLOCK (ob, tmp))
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 119 {
122 bool have = check_inv_recursive (ob, tmp); 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 121 if (RESULT_INT (0))
124 /* If last_sp is set, the player/monster needs an object, 122 return 1;
125 * so we check for it. If they don't have it, they can't
126 * pass through this space.
127 */ 123 else
128 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
129 { 127 {
130 if (!have) 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))
132 return 1;
133 }
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))
131 return 1; 142 return 1;
132 } 143 }
133 else 144 else
134 { 145 return 1; // unconditional block
135 /* In this case, the player must not have the object - 146
136 * if they do, they can't pass through.
137 */
138 if (have)
139 return 1;
140 }
141 }
142 else 147 } else {
143 { 148 // space does not block the ob, directly, but
144 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
145 * this more readable. first check - if the space blocks 150 // blocks anything
146 * movement, can't move here.
147 * second - if a monster, can't move there, unless it is a
148 * dm.
149 */
150 if (OB_MOVE_BLOCK (ob, tmp))
151 return 1;
152 151
153 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR 153 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ]) 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
158 return 1; 155 return 1;
159 } 156 }
160 } 157 }
161 158
162 return 0; 159 return 0;
163} 160}
164 161
165/* 162/*
166 * Returns qthe blocking object if the given object can't fit in the given 163 * Returns the blocking object if the given object can't fit in the given
167 * spot. This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
168 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
169 * of object. This function goes through all the parts of the multipart 166 * of object. This function goes through all the parts of the multipart
170 * object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
171 * 168 *
218 } 215 }
219 216
220 return 0; 217 return 0;
221} 218}
222 219
223/* When the map is loaded, load_object does not actually insert objects 220//-GPL
224 * into inventory, but just links them. What this does is go through
225 * and insert them properly.
226 * The object 'container' is the object that contains the inventory.
227 * This is needed so that we can update the containers weight.
228 */
229void
230fix_container (object *container)
231{
232 object *tmp = container->inv, *next;
233
234 container->inv = 0;
235 while (tmp)
236 {
237 next = tmp->below;
238 if (tmp->inv)
239 fix_container (tmp);
240
241 insert_ob_in_ob (tmp, container);
242 tmp = next;
243 }
244
245 // go through and calculate what all the containers are carrying.
246 //TODO: remove
247 container->update_weight ();
248}
249 221
250void 222void
251maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
252{ 224{
253 if (!spaces) 225 if (!spaces)
268 240
269 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
272} 244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
273 260
274/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
275 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
276 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
277 * they are saved). 264 * they are saved).
305 op = op->above; 292 op = op->above;
306 } 293 }
307 } 294 }
308} 295}
309 296
297//-GPL
298
310/* 299/*
311 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
312 * file pointer. 301 * file pointer.
313 */ 302 */
314bool 303bool
323 case KW_arch: 312 case KW_arch:
324 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
325 { 314 {
326 // TODO: why? 315 // TODO: why?
327 if (op->inv) 316 if (op->inv)
317 {
318 op->carrying = 0;
328 op->update_weight (); 319 op->update_weight ();
320 }
329 321
330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 { 323 {
332 // we insert manually because 324 // we insert manually because
333 // a) its way faster 325 // a) its way faster
370} 362}
371 363
372void 364void
373maptile::activate () 365maptile::activate ()
374{ 366{
375 if (spaces) 367 if (state != MAP_INACTIVE)
368 return;
369
376 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
377 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
378 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
379} 377}
380 378
381void 379void
382maptile::deactivate () 380maptile::deactivate ()
383{ 381{
384 if (spaces) 382 if (state != MAP_ACTIVE)
383 return;
384
385 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
386 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
387 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
388} 390}
389 391
390bool 392bool
391maptile::_save_objects (object_freezer &f, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
392{ 394{
433 return false; 435 return false;
434 436
435 return freezer.save (path); 437 return freezer.save (path);
436} 438}
437 439
438maptile::maptile () 440void
441maptile::init ()
439{ 442{
440 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
441 444
442 /* The maps used to pick up default x and y values from the 445 /* The maps used to pick up default x and y values from the
443 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
444 */ 447 */
445 width = 16; 448 width = 16;
446 height = 16; 449 height = 16;
447 timeout = 300; 450 timeout = 300;
448 max_nrof = 1000; // 1000 items of anything 451 max_items = MAX_ITEM_PER_ACTION;
449 max_volume = 2000000; // 2m³ 452 max_volume = 2000000; // 2m³
450}
451
452maptile::maptile (int w, int h)
453{
454 in_memory = MAP_SWAPPED;
455
456 width = w;
457 height = h;
458 reset_timeout = 0; 453 reset_timeout = 0;
459 timeout = 300;
460 enter_x = 0; 454 enter_x = 0;
461 enter_y = 0; 455 enter_y = 0;
456}
457
458maptile::maptile ()
459{
460 init ();
461}
462
463maptile::maptile (int w, int h)
464{
465 init ();
466
467 width = w;
468 height = h;
462 469
463 alloc (); 470 alloc ();
464} 471}
465 472
466/* 473/*
475 return; 482 return;
476 483
477 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
478} 485}
479 486
487//+GPL
488
480/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
481 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
482 * at a later date. 491 * at a later date.
483 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
484 */ 493 */
485static shopitems * 494static shopitems *
486parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
535 *q = '\0'; 544 *q = '\0';
536 545
537 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
538 if (current_type) 547 if (current_type)
539 { 548 {
540 items[i].name = current_type->name; 549 items[i].name = current_type->name;
541 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
542 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
543 } 552 }
544 else 553 else
545 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
546 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
547 */ 556 */
548 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
549 } 558 }
550 } 559 }
551 560
560 return items; 569 return items;
561} 570}
562 571
563/* opposite of parse string, this puts the string that was originally fed in to 572/* opposite of parse string, this puts the string that was originally fed in to
564 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
565static void 574static const char *
566print_shop_string (maptile *m, char *output_string) 575print_shop_string (maptile *m)
567{ 576{
568 int i; 577 static dynbuf_text buf; buf.clear ();
569 char tmp[MAX_BUF]; 578 bool first = true;
570 579
571 strcpy (output_string, "");
572 for (i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
573 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
574 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
575 { 588 {
576 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
577 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
578 else 591 else
579 sprintf (tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
580 } 593 }
581 else 594 else
582 { 595 {
583 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
584 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
585 else 598 else
586 sprintf (tmp, "*"); 599 buf.printf ("*");
587 } 600 }
588
589 strcat (output_string, tmp);
590 } 601 }
602
603 return buf;
591} 604}
605
606//-GPL
592 607
593/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
594 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
595 * this used to be stored in the map object, but with the 610 * this used to be stored in the map object, but with the
596 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
610 { 625 {
611 case KW_msg: 626 case KW_msg:
612 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
613 break; 628 break;
614 629
615 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
616 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
617 break; 632 break;
618 633
619 case KW_maplore: 634 case KW_maplore:
620 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
637 case KW_shopgreed: thawer.get (shopgreed); break; 652 case KW_shopgreed: thawer.get (shopgreed); break;
638 case KW_shopmin: thawer.get (shopmin); break; 653 case KW_shopmin: thawer.get (shopmin); break;
639 case KW_shopmax: thawer.get (shopmax); break; 654 case KW_shopmax: thawer.get (shopmax); break;
640 case KW_shoprace: thawer.get (shoprace); break; 655 case KW_shoprace: thawer.get (shoprace); break;
641 case KW_outdoor: thawer.get (outdoor); break; 656 case KW_outdoor: thawer.get (outdoor); break;
642 case KW_temp: thawer.get (temp); break;
643 case KW_pressure: thawer.get (pressure); break;
644 case KW_humid: thawer.get (humid); break;
645 case KW_windspeed: thawer.get (windspeed); break;
646 case KW_winddir: thawer.get (winddir); break;
647 case KW_sky: thawer.get (sky); break;
648 657
649 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
650 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break; 660 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break; 661 case KW_no_drop: thawer.get (no_drop); break;
653 662
654 case KW_region: default_region = region::find (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
656 665
657 // old names new names 666 // old names new names
658 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
659 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
663 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
664 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
665 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
666 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
667 676
668 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
669 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
670 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
671 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
672 683
673 case KW_ERROR: 684 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value); 685 set_key_text (thawer.kw_str, thawer.value);
675 break; 686 break;
676 687
677 case KW_end: 688 case KW_end:
678 thawer.next (); 689 thawer.next ();
679 return true; 690 return true;
680 691
681 default: 692 default:
682 if (!thawer.parse_error ("map", 0)) 693 if (!thawer.parse_error ("map"))
683 return false; 694 return false;
684 break; 695 break;
685 } 696 }
686 697
687 thawer.next (); 698 thawer.next ();
688 } 699 }
689 700
690 abort (); 701 abort ();
691} 702}
703
704//+GPL
692 705
693/****************************************************************************** 706/******************************************************************************
694 * This is the start of unique map handling code 707 * This is the start of unique map handling code
695 *****************************************************************************/ 708 *****************************************************************************/
696 709
703 int unique = 0; 716 int unique = 0;
704 for (object *op = spaces [i].bot; op; ) 717 for (object *op = spaces [i].bot; op; )
705 { 718 {
706 object *above = op->above; 719 object *above = op->above;
707 720
708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
709 unique = 1; 722 unique = 1;
710 723
711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
712 op->destroy (); 725 op->destroy ();
713 726
714 op = above; 727 op = above;
715 } 728 }
716 } 729 }
717} 730}
718 731
732//-GPL
733
719bool 734bool
720maptile::_save_header (object_freezer &freezer) 735maptile::_save_header (object_freezer &freezer)
721{ 736{
722#define MAP_OUT(k) freezer.put (KW_ ## k, k) 737#define MAP_OUT(k) freezer.put (KW(k), k)
723#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
724 739
725 MAP_OUT2 (arch, "map"); 740 MAP_OUT2 (arch, CS(map));
726 741
727 if (name) MAP_OUT (name); 742 if (name) MAP_OUT (name);
728 MAP_OUT (swap_time); 743 MAP_OUT (swap_time);
729 MAP_OUT (reset_time); 744 MAP_OUT (reset_time);
730 MAP_OUT (reset_timeout); 745 MAP_OUT (reset_timeout);
731 MAP_OUT (fixed_resettime); 746 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset); 747 MAP_OUT (no_reset);
733 MAP_OUT (no_drop); 748 MAP_OUT (no_drop);
734 MAP_OUT (difficulty); 749 MAP_OUT (difficulty);
735
736 if (default_region) MAP_OUT2 (region, default_region->name); 750 if (default_region) MAP_OUT2 (region, default_region->name);
737 751
738 if (shopitems) 752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
739 {
740 char shop[MAX_BUF];
741 print_shop_string (this, shop);
742 MAP_OUT2 (shopitems, shop);
743 }
744
745 MAP_OUT (shopgreed); 753 MAP_OUT (shopgreed);
746 MAP_OUT (shopmin); 754 MAP_OUT (shopmin);
747 MAP_OUT (shopmax); 755 MAP_OUT (shopmax);
748 if (shoprace) MAP_OUT (shoprace); 756 if (shoprace) MAP_OUT (shoprace);
749 MAP_OUT (darkness); 757
750 MAP_OUT (width); 758 MAP_OUT (width);
751 MAP_OUT (height); 759 MAP_OUT (height);
752 MAP_OUT (enter_x); 760 MAP_OUT (enter_x);
753 MAP_OUT (enter_y); 761 MAP_OUT (enter_y);
754 762 MAP_OUT (darkness);
755 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
756 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
757
758 MAP_OUT (outdoor); 763 MAP_OUT (outdoor);
759 MAP_OUT (temp); 764
760 MAP_OUT (pressure); 765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
761 MAP_OUT (humid); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
762 MAP_OUT (windspeed);
763 MAP_OUT (winddir);
764 MAP_OUT (sky);
765 767
766 MAP_OUT (per_player); 768 MAP_OUT (per_player);
767 MAP_OUT (per_party); 769 MAP_OUT (per_party);
768 770
769 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
770 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
771 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
772 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
773 777
774 freezer.put (this); 778 freezer.put (this);
775 freezer.put (KW_end); 779 freezer.put (KW(end));
776 780
777 return true; 781 return true;
778} 782}
779 783
780bool 784bool
785 if (!_save_header (freezer)) 789 if (!_save_header (freezer))
786 return false; 790 return false;
787 791
788 return freezer.save (path); 792 return freezer.save (path);
789} 793}
794
795//+GPL
790 796
791/* 797/*
792 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
793 */ 799 */
794void 800void
832 msg = 0; 838 msg = 0;
833 maplore = 0; 839 maplore = 0;
834 shoprace = 0; 840 shoprace = 0;
835 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
836 842
837 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
838 tile_path [i] = 0; 844 tile_path [i] = 0;
839} 845}
840 846
841maptile::~maptile () 847maptile::~maptile ()
842{ 848{
849 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
850 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
851 * tiling can be asymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
852 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
853 */ 859 */
854 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
855 if (tile_map[i] == m) 861 if (tile_map[i] == m)
856 tile_map[i] = 0; 862 tile_map[i] = 0;
857} 863}
858 864
859void 865void
863 869
864 clear (); 870 clear ();
865} 871}
866 872
867/* decay and destroy perishable items in a map */ 873/* decay and destroy perishable items in a map */
874// TODO: should be done regularly, not on map load?
868void 875void
869maptile::do_decay_objects () 876maptile::do_decay_objects ()
870{ 877{
871 if (!spaces) 878 if (!spaces)
872 return; 879 return;
874 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above) 882 for (object *above, *op = ms->bot; op; op = above)
876 { 883 {
877 above = op->above; 884 above = op->above;
878 885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
879 bool destroy = 0; 890 bool destroy = 0;
880 891
881 // do not decay anything above unique floor tiles (yet :) 892 if (op->flag [FLAG_IS_FLOOR]
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 893 || op->flag [FLAG_OBJ_ORIGINAL]
883 break; 894 || op->flag [FLAG_UNIQUE]
884 895 || op->flag [FLAG_OVERLAY_FLOOR]
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 896 || op->flag [FLAG_UNPAID]
886 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
887 || QUERY_FLAG (op, FLAG_UNIQUE)
888 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
889 || QUERY_FLAG (op, FLAG_UNPAID)
890 || op->is_alive ()) 897 || op->is_alive ())
891 ; // do not decay 898 ; // do not decay
892 else if (op->is_weapon ()) 899 else if (op->is_weapon ())
893 { 900 {
894 op->stats.dam--; 901 op->stats.dam--;
919 || mat & M_LIQUID 926 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1) 927 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1) 928 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32)) 931 //|| (mat & M_ICE && temp > 32)
932 )
925 destroy = 1; 933 destroy = 1;
926 } 934 }
927 935
928 /* adjust overall chance below */ 936 /* adjust overall chance below */
929 if (destroy && rndm (0, 1)) 937 if (destroy && rndm (0, 1))
949 sint64 total_exp = 0; 957 sint64 total_exp = 0;
950 958
951 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *op = ms->bot; op; op = op->above) 960 for (object *op = ms->bot; op; op = op->above)
953 { 961 {
954 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
955 { 963 {
956 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
957 monster_cnt++; 965 monster_cnt++;
958 } 966 }
959 967
960 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
961 { 969 {
962 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
963 971
964 if (archetype *at = op->other_arch) 972 if (archetype *at = op->other_arch)
965 { 973 {
1010 update_all_map_los (this); 1018 update_all_map_los (this);
1011 1019
1012 return 1; 1020 return 1;
1013} 1021}
1014 1022
1015/* 1023/*
1016 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1017 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1018 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1019 * through, etc) 1027 * through, etc)
1020 */ 1028 */
1021void 1029void
1022mapspace::update_ () 1030mapspace::update_ ()
1023{ 1031{
1024 object *last = 0; 1032 object *last = 0;
1025 uint8 flags = P_UPTODATE, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1026 sint8 light = 0; 1034 sint8 light = 0;
1027 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 items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1028 1040
1029 //object *middle = 0; 1041 //object *middle = 0;
1030 //object *top = 0; 1042 //object *top = 0;
1031 //object *floor = 0; 1043 //object *floor = 0;
1032 // this seems to generate better code than using locals, above 1044 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0; 1045 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0; 1046 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0; 1047 object *&floor = faces_obj[2] = 0;
1048
1049 object::flags_t allflags; // all flags of all objects or'ed together
1036 1050
1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1038 { 1052 {
1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1040 light += tmp->glow_radius; 1054 light += tmp->glow_radius;
1045 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1046 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1047 * 1061 *
1048 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1049 */ 1063 */
1050 if (!tmp->invisible) 1064 if (expect_true (!tmp->invisible))
1051 { 1065 {
1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1066 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1053 top = tmp; 1067 top = tmp;
1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1068 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1055 { 1069 {
1056 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1057 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1058 */ 1072 */
1059 middle = 0; 1073 middle = 0;
1060 top = 0; 1074 top = 0;
1061 floor = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1062 } 1078 }
1063 /* Flag anywhere have high priority */ 1079 else
1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1065 { 1080 {
1081 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1086
1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 anywhere = tmp;
1090
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 {
1097 middle_visibility = ::faces [tmp->face].visibility;
1066 middle = tmp; 1098 middle = tmp;
1067 anywhere = 1; 1099 }
1068 } 1100 }
1069
1070 /* Find the highest visible face around. If equal
1071 * visibilities, we still want the one nearer to the
1072 * top
1073 */
1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1075 middle = tmp;
1076 }
1077
1078 if (tmp == tmp->above)
1079 {
1080 LOG (llevError, "Error in structure of map\n");
1081 exit (-1);
1082 } 1101 }
1083 1102
1084 move_slow |= tmp->move_slow; 1103 move_slow |= tmp->move_slow;
1085 move_block |= tmp->move_block; 1104 move_block |= tmp->move_block;
1086 move_on |= tmp->move_on; 1105 move_on |= tmp->move_on;
1087 move_off |= tmp->move_off; 1106 move_off |= tmp->move_off;
1088 move_allow |= tmp->move_allow; 1107 move_allow |= tmp->move_allow;
1089 1108
1090 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1109 allflags |= tmp->flag;
1091 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1110
1092 if (tmp->type == PLAYER) flags |= P_PLAYER; 1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1096 } 1113 }
1114
1115 // FLAG_SEE_ANYWHERE takes precedence
1116 if (anywhere)
1117 middle = anywhere;
1118
1119 // ORing all flags together and checking them here is much faster
1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097 1124
1098 this->light = min (light, MAX_LIGHT_RADIUS); 1125 this->light = min (light, MAX_LIGHT_RADIUS);
1099 this->flags_ = flags; 1126 this->flags_ = flags;
1100 this->move_block = move_block & ~move_allow; 1127 this->move_block = move_block & ~move_allow;
1101 this->move_on = move_on; 1128 this->move_on = move_on;
1102 this->move_off = move_off; 1129 this->move_off = move_off;
1103 this->move_slow = move_slow; 1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1104 1133
1105 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
1106 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
1107 * this point. 1136 * this point.
1108 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1109 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1110 * 1139 *
1111 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
1112 */ 1141 */
1113 1142
1114 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
1115 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1116 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1117 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1118 */ 1147 */
1119 if (top == middle) 1148 if (top == middle)
1120 middle = 0; 1149 middle = 0;
1121 1150
1126 */ 1155 */
1127 1156
1128 for (object *tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
1129 { 1158 {
1130 /* Once we get to a floor, stop, since we already have a floor object */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
1132 break; 1161 break;
1133 1162
1134 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1135 if (top && middle) 1164 if (top && middle)
1136 break; 1165 break;
1150 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1151 * middle is not set 1180 * middle is not set
1152 * 1181 *
1153 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1154 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1155 * 1184 *
1156 */ 1185 */
1157 if (tmp != top) 1186 if (tmp != top)
1158 { 1187 {
1159 middle = tmp; 1188 middle = tmp;
1160 break; 1189 break;
1167 middle = 0; 1196 middle = 0;
1168 1197
1169 if (top == middle) 1198 if (top == middle)
1170 middle = 0; 1199 middle = 0;
1171 1200
1201 // set lower map transparent floor flag if applicable
1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 {
1204 floor->set_anim_frame (0);
1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1210
1211 if (object *floor2 = ms.faces_obj [2])
1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1219
1220 ms.pflags |= PF_VIS_UP;
1221 }
1222 }
1223
1172#if 0 1224#if 0
1173 faces_obj [0] = top; 1225 faces_obj [0] = top;
1174 faces_obj [1] = middle; 1226 faces_obj [1] = middle;
1175 faces_obj [2] = floor; 1227 faces_obj [2] = floor;
1176#endif 1228#endif
1177} 1229}
1178 1230
1179uint64 1231void
1180mapspace::volume () const 1232mapspace::update_up ()
1181{ 1233{
1182 uint64 vol = 0; 1234 // invalidate up
1183 1235 if (!(pflags & PF_VIS_UP))
1184 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1185 vol += op->volume ();
1186
1187 return vol; 1236 return;
1237
1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1188} 1243}
1189 1244
1190maptile * 1245maptile *
1191maptile::tile_available (int dir, bool load) 1246maptile::tile_available (int dir, bool load)
1192{ 1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1193 if (tile_path[dir]) 1252 if (tile_path [dir])
1194 { 1253 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1196 return tile_map[dir]; 1286 return tile_map [dir] = m;
1197 1287 }
1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 } 1288 }
1201 1289
1202 return 0; 1290 return 0;
1203} 1291}
1204 1292
1205/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1206 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1207 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1208 * This is the function should always be used when it 1296 * This is the function should always be used when it
1209 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1210 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1211 * tiled maps. 1299 * tiled maps.
1212 */ 1300 */
1213int 1301int
1214out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1215{ 1303{
1220 if (!m) 1308 if (!m)
1221 return 0; 1309 return 0;
1222 1310
1223 if (x < 0) 1311 if (x < 0)
1224 { 1312 {
1225 if (!m->tile_available (3)) 1313 if (!m->tile_available (TILE_WEST))
1226 return 1; 1314 return 1;
1227 1315
1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1229 } 1317 }
1230 1318
1231 if (x >= m->width) 1319 if (x >= m->width)
1232 { 1320 {
1233 if (!m->tile_available (1)) 1321 if (!m->tile_available (TILE_EAST))
1234 return 1; 1322 return 1;
1235 1323
1236 return out_of_map (m->tile_map[1], x - m->width, y); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1237 } 1325 }
1238 1326
1239 if (y < 0) 1327 if (y < 0)
1240 { 1328 {
1241 if (!m->tile_available (0)) 1329 if (!m->tile_available (TILE_NORTH))
1242 return 1; 1330 return 1;
1243 1331
1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1245 } 1333 }
1246 1334
1247 if (y >= m->height) 1335 if (y >= m->height)
1248 { 1336 {
1249 if (!m->tile_available (2)) 1337 if (!m->tile_available (TILE_SOUTH))
1250 return 1; 1338 return 1;
1251 1339
1252 return out_of_map (m->tile_map[2], x, y - m->height); 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1253 } 1341 }
1254 1342
1255 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1256 * map. 1344 * map.
1257 */ 1345 */
1259} 1347}
1260 1348
1261/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1262 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1263 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1264 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1265 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1266 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1267 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1268 */ 1356 */
1269maptile * 1357maptile *
1270maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1271{ 1359{
1272 if (x < 0) 1360 if (x < 0)
1273 { 1361 {
1274 if (!tile_available (3)) 1362 if (!tile_available (TILE_WEST))
1275 return 0; 1363 return 0;
1276 1364
1277 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1278 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1279 } 1367 }
1280 1368
1281 if (x >= width) 1369 if (x >= width)
1282 { 1370 {
1283 if (!tile_available (1)) 1371 if (!tile_available (TILE_EAST))
1284 return 0; 1372 return 0;
1285 1373
1286 x -= width; 1374 x -= width;
1287 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1288 } 1376 }
1289 1377
1290 if (y < 0) 1378 if (y < 0)
1291 { 1379 {
1292 if (!tile_available (0)) 1380 if (!tile_available (TILE_NORTH))
1293 return 0; 1381 return 0;
1294 1382
1295 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1296 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1297 } 1385 }
1298 1386
1299 if (y >= height) 1387 if (y >= height)
1300 { 1388 {
1301 if (!tile_available (2)) 1389 if (!tile_available (TILE_SOUTH))
1302 return 0; 1390 return 0;
1303 1391
1304 y -= height; 1392 y -= height;
1305 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1306 } 1394 }
1307 1395
1308 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1309 * map. 1397 * map.
1310 */ 1398 */
1314/** 1402/**
1315 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1316 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1317 */ 1405 */
1318int 1406int
1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1320{ 1408{
1321 if (!map1 || !map2) 1409 if (!map1 || !map2)
1322 return 0; 1410 return 0;
1323 1411
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1326 if (map1 == map2) 1414 if (map1 == map2)
1327 { 1415 {
1328 *dx = 0; 1416 *dx = 0;
1329 *dy = 0; 1417 *dy = 0;
1330 } 1418 }
1331 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1332 { /* up */ 1420 {
1333 *dx = 0; 1421 *dx = 0;
1334 *dy = -map2->height; 1422 *dy = -map2->height;
1335 } 1423 }
1336 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1337 { /* right */ 1425 {
1338 *dx = map1->width; 1426 *dx = map1->width;
1339 *dy = 0; 1427 *dy = 0;
1340 } 1428 }
1341 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1342 { /* down */ 1430 {
1343 *dx = 0; 1431 *dx = 0;
1344 *dy = map1->height; 1432 *dy = map1->height;
1345 } 1433 }
1346 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1347 { /* left */ 1435 {
1348 *dx = -map2->width; 1436 *dx = -map2->width;
1349 *dy = 0; 1437 *dy = 0;
1350 } 1438 }
1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1352 { /* up right */ 1440 { /* up right */
1353 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1354 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1355 } 1443 }
1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1357 { /* up left */ 1445 { /* up left */
1358 *dx = -map2->width; 1446 *dx = -map2->width;
1359 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1360 } 1448 }
1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1362 { /* right up */ 1450 { /* right up */
1363 *dx = map1->width; 1451 *dx = +map1->width;
1364 *dy = -map2->height; 1452 *dy = -map2->height;
1365 } 1453 }
1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1367 { /* right down */ 1455 { /* right down */
1368 *dx = map1->width; 1456 *dx = +map1->width;
1369 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1370 } 1458 }
1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1372 { /* down right */ 1460 { /* down right */
1373 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1374 *dy = map1->height; 1462 *dy = +map1->height;
1375 } 1463 }
1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1377 { /* down left */ 1465 { /* down left */
1378 *dx = -map2->width; 1466 *dx = -map2->width;
1379 *dy = map1->height; 1467 *dy = +map1->height;
1380 } 1468 }
1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1382 { /* left up */ 1470 { /* left up */
1383 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1384 *dy = -map2->height; 1472 *dy = -map2->height;
1385 } 1473 }
1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1387 { /* left down */ 1475 { /* left down */
1388 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1389 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1390 } 1478 }
1391 else 1479 else
1392 return 0; 1480 return 0;
1393 1481
1394 return 1; 1482 return 1;
1417 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
1418 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1419 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1420 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1421 * monster that is closest. 1509 * monster that is closest.
1422 * 1510 *
1423 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1424 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1425 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1426 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1427 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1430 * 1518 *
1431 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
1432 * closest body part of 'op1' 1520 * closest body part of 'op1'
1433 */ 1521 */
1434void 1522void
1435get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1436{ 1524{
1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1438 { 1526 {
1439 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
1440 retval->distance = 10000; 1528 retval->distance = 10000;
1441 retval->distance_x = 10000; 1529 retval->distance_x = 10000;
1442 retval->distance_y = 10000; 1530 retval->distance_y = 10000;
1443 retval->direction = 0; 1531 retval->direction = 0;
1444 retval->part = 0; 1532 retval->part = 0;
1445 } 1533 }
1446 else 1534 else
1447 { 1535 {
1448 object *best;
1449
1450 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
1451 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
1452 1538
1453 best = op1; 1539 object *best = op1;
1540
1454 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1455 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
1456 { 1543 {
1457 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
1458 1545
1459 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1460 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1461 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1462 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1463 * below works. 1550 * below works.
1464 */ 1551 */
1465 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1466 { 1553 {
1467 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1468 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
1469 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1470 { 1557 {
1471 best_distance = tmpi; 1558 best_distance = tmpi;
1472 best = tmp; 1559 best = tmp;
1473 } 1560 }
1474 } 1561 }
1475 1562
1476 if (best != op1) 1563 if (best != op1)
1477 { 1564 {
1478 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1479 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1480 } 1567 }
1481 } 1568 }
1482 1569
1483 retval->part = best; 1570 retval->part = best;
1484 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1485 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1486 } 1573 }
1487} 1574}
1488 1575
1489/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1490 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1491 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1492 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
1493 * the path, we need this. 1580 * the path, we need this.
1494 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1495 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1496 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1497 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1498 */ 1585 */
1499void 1586void
1500get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1501{ 1588{
1502 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1503 { 1590 {
1504 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1505 retval->distance = 100000; 1592 retval->distance = 100000;
1506 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
1507 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
1508 retval->direction = 0; 1595 retval->direction = 0;
1509 retval->part = 0; 1596 retval->part = 0;
1510 } 1597 }
1511 else 1598 else
1512 { 1599 {
1513 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1514 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1515 1602
1516 retval->part = 0; 1603 retval->part = 0;
1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1519 } 1606 }
1520} 1607}
1521 1608
1522/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1523 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
1533 int dx, dy; 1620 int dx, dy;
1534 1621
1535 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
1536} 1623}
1537 1624
1625//-GPL
1626
1538object * 1627object *
1539maptile::insert (object *op, int x, int y, object *originator, int flags) 1628maptile::insert (object *op, int x, int y, object *originator, int flags)
1540{ 1629{
1541 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1542} 1631}
1553 if (default_region) 1642 if (default_region)
1554 return default_region; 1643 return default_region;
1555 1644
1556 return ::region::default_region (); 1645 return ::region::default_region ();
1557} 1646}
1647
1648//+GPL
1558 1649
1559/* picks a random object from a style map. 1650/* picks a random object from a style map.
1560 */ 1651 */
1561object * 1652object *
1562maptile::pick_random_object (rand_gen &gen) const 1653maptile::pick_random_object (rand_gen &gen) const
1569 */ 1660 */
1570 for (int i = 1000; --i;) 1661 for (int i = 1000; --i;)
1571 { 1662 {
1572 object *pick = at (gen (width), gen (height)).bot; 1663 object *pick = at (gen (width), gen (height)).bot;
1573 1664
1574 // do not prefer big monsters just because they are big. 1665 // must be head: do not prefer big monsters just because they are big.
1575 if (pick && pick->is_head ()) 1666 if (pick && pick->is_head ())
1576 return pick->head_ (); 1667 return pick;
1577 } 1668 }
1578 1669
1579 // instead of crashing in the unlikely(?) case, try to return *something* 1670 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug"); 1671 return archetype::find (shstr_bug);
1581} 1672}
1673
1674//-GPL
1582 1675
1583void 1676void
1584maptile::play_sound (faceidx sound, int x, int y) const 1677maptile::play_sound (faceidx sound, int x, int y) const
1585{ 1678{
1586 if (!sound) 1679 if (!sound)
1613 if (distance <= MAX_SOUND_DISTANCE) 1706 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 } 1708 }
1616} 1709}
1617 1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1618static void 1713static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{ 1715{
1621 // clip to map to the left 1716 // clip to map to the left
1622 if (x0 < 0) 1717 if (x0 < 0)
1623 { 1718 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626 1721
1627 if (x1 < 0) // entirely to the left 1722 if (x1 < 0) // entirely to the left
1628 return; 1723 return;
1629 1724
1631 } 1726 }
1632 1727
1633 // clip to map to the right 1728 // clip to map to the right
1634 if (x1 > m->width) 1729 if (x1 > m->width)
1635 { 1730 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638 1733
1639 if (x0 > m->width) // entirely to the right 1734 if (x0 >= m->width) // entirely to the right
1640 return; 1735 return;
1641 1736
1642 x1 = m->width; 1737 x1 = m->width;
1643 } 1738 }
1644 1739
1645 // clip to map above 1740 // clip to map to the north
1646 if (y0 < 0) 1741 if (y0 < 0)
1647 { 1742 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650 1745
1651 if (y1 < 0) // entirely above 1746 if (y1 < 0) // entirely to the north
1652 return; 1747 return;
1653 1748
1654 y0 = 0; 1749 y0 = 0;
1655 } 1750 }
1656 1751
1657 // clip to map below 1752 // clip to map to the south
1658 if (y1 > m->height) 1753 if (y1 > m->height)
1659 { 1754 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662 1757
1663 if (y0 > m->height) // entirely below 1758 if (y0 >= m->height) // entirely to the south
1664 return; 1759 return;
1665 1760
1666 y1 = m->height; 1761 y1 = m->height;
1667 } 1762 }
1668 1763
1677 r->dx = dx; 1772 r->dx = dx;
1678 r->dy = dy; 1773 r->dy = dy;
1679} 1774}
1680 1775
1681maprect * 1776maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1683{ 1778{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear (); 1779 buf.clear ();
1686 1780
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688 1782
1689 // add end marker 1783 // add end marker

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines