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 1.59 by root, Sat Dec 30 20:32:30 2006 UTC vs.
Revision 1.161 by root, Mon Oct 12 21:27:55 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "loader.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31sint8 maptile::outdoor_darkness;
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[MAX_BUF];
42
43 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
44 * someplace else in the code? msw 2-17-97
45 */
46 if (*name == '/')
47 sprintf (buf, "%s/%s%s", settings.datadir, settings.mapdir, name);
48 else
49 sprintf (buf, "%s/%s/%s", settings.datadir, settings.mapdir, name);
50 return (buf);
51}
52
53/*
54 * same as create_pathname, but for the overlay maps.
55 */
56const char *
57create_overlay_pathname (const char *name)
58{
59 static char buf[MAX_BUF];
60
61 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
62 * someplace else in the code? msw 2-17-97
63 */
64 if (*name == '/')
65 sprintf (buf, "%s/%s%s", settings.localdir, settings.mapdir, name);
66 else
67 sprintf (buf, "%s/%s/%s", settings.localdir, settings.mapdir, name);
68 return (buf);
69}
70
71/*
72 * same as create_pathname, but for the template maps.
73 */
74const char *
75create_template_pathname (const char *name)
76{
77 static char buf[MAX_BUF];
78
79 /* Why? having extra / doesn't confuse unix anyplace? Dependancies
80 * someplace else in the code? msw 2-17-97
81 */
82 if (*name == '/')
83 sprintf (buf, "%s/%s%s", settings.localdir, settings.templatedir, name);
84 else
85 sprintf (buf, "%s/%s/%s", settings.localdir, settings.templatedir, name);
86 return (buf);
87}
88
89/*
90 * This makes absolute path to the itemfile where unique objects
91 * will be saved. Converts '/' to '@'. I think it's essier maintain
92 * files than full directory structure, but if this is problem it can
93 * be changed.
94 */
95static const char *
96create_items_path (const char *s)
97{
98 static char buf[MAX_BUF];
99 char *t;
100
101 if (*s == '/')
102 s++;
103
104 sprintf (buf, "%s/%s/", settings.localdir, settings.uniquedir);
105
106 for (t = buf + strlen (buf); *s; s++, t++)
107 if (*s == '/')
108 *t = '@';
109 else
110 *t = *s;
111 *t = 0;
112 return (buf);
113}
114
115/*
116 * This function checks if a file with the given path exists.
117 * -1 is returned if it fails, otherwise the mode of the file
118 * is returned.
119 * It tries out all the compression suffixes listed in the uncomp[] array.
120 *
121 * If prepend_dir is set, then we call create_pathname (which prepends
122 * libdir & mapdir). Otherwise, we assume the name given is fully
123 * complete.
124 * Only the editor actually cares about the writablity of this -
125 * the rest of the code only cares that the file is readable.
126 * when the editor goes away, the call to stat should probably be
127 * replaced by an access instead (similar to the windows one, but
128 * that seems to be missing the prepend_dir processing
129 */
130int
131check_path (const char *name, int prepend_dir)
132{
133 char buf[MAX_BUF];
134
135 char *endbuf;
136 struct stat statbuf;
137 int mode = 0;
138
139 if (prepend_dir)
140 strcpy (buf, create_pathname (name));
141 else
142 strcpy (buf, name);
143
144 /* old method (strchr(buf, '\0')) seemd very odd to me -
145 * this method should be equivalant and is clearer.
146 * Can not use strcat because we need to cycle through
147 * all the names.
148 */
149 endbuf = buf + strlen (buf);
150
151 if (stat (buf, &statbuf))
152 return -1;
153 if (!S_ISREG (statbuf.st_mode))
154 return (-1);
155
156 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
157 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
158 mode |= 4;
159
160 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
161 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
162 mode |= 2;
163
164 return (mode);
165}
166 32
167/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
168 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
169 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
170 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
205 * by the caller. 71 * by the caller.
206 */ 72 */
207int 73int
208blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
209{ 75{
210 object *tmp;
211 int mflags, blocked;
212
213 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
214 * have already checked this. 77 * have already checked this.
215 */ 78 */
216 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
217 { 80 {
220 } 83 }
221 84
222 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
223 * directly. 86 * directly.
224 */ 87 */
225 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
226 89
227 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
228 92
229 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
230 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
231 * things we need to do for players. 95 * things we need to do for players.
232 */ 96 */
233 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
234 return 0; 98 return 0;
235 99
236 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
237 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
238 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
239 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
240 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
241 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
242 */ 106 */
243 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
244 return 0; 108 return 0;
245 109
246 if (ob->head != NULL)
247 ob = ob->head; 110 ob = ob->head_ ();
248 111
249 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
250 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
251 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
252 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
253 */ 116 */
254 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
255 { 118 {
256
257 /* This must be before the checks below. Code for inventory checkers. */ 119 /* This must be before the checks below. Code for inventory checkers. */
258 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
259 { 121 {
122 bool have = check_inv_recursive (ob, tmp);
123
260 /* If last_sp is set, the player/monster needs an object, 124 /* If last_sp is set, the player/monster needs an object,
261 * so we check for it. If they don't have it, they can't 125 * so we check for it. If they don't have it, they can't
262 * pass through this space. 126 * pass through this space.
263 */ 127 */
264 if (tmp->last_sp) 128 if (tmp->last_sp)
265 { 129 {
266 if (check_inv_recursive (ob, tmp) == NULL) 130 if (!have)
267 return 1; 131 return 1;
268 else
269 continue;
270 } 132 }
271 else 133 else
272 { 134 {
273 /* In this case, the player must not have the object - 135 /* In this case, the player must not have the object -
274 * if they do, they can't pass through. 136 * if they do, they can't pass through.
275 */ 137 */
276 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 138 if (have)
277 return 1; 139 return 1;
278 else
279 continue;
280 } 140 }
281 } /* if check_inv */ 141 }
282 else 142 else
283 { 143 {
284 /* Broke apart a big nasty if into several here to make 144 /* Broke apart a big nasty if into several here to make
285 * this more readable. first check - if the space blocks 145 * this more readable. first check - if the space blocks
286 * movement, can't move here. 146 * movement, can't move here.
287 * second - if a monster, can't move there, unles it is a 147 * second - if a monster, can't move there, unless it is a
288 * hidden dm 148 * dm.
289 */ 149 */
290 if (OB_MOVE_BLOCK (ob, tmp)) 150 if (OB_MOVE_BLOCK (ob, tmp))
291 return 1; 151 return 1;
292 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob && 152
293 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)) 153 if (tmp->flag [FLAG_ALIVE]
154 && tmp->head_ () != ob
155 && tmp != ob
156 && tmp->type != DOOR
157 && !tmp->flag [FLAG_WIZ])
294 return 1; 158 return 1;
295 } 159 }
296
297 } 160 }
161
298 return 0; 162 return 0;
299} 163}
300 164
301
302/* 165/*
303 * Returns true if the given object can't fit in the given spot. 166 * Returns qthe blocking object if the given object can't fit in the given
304 * This is meant for multi space objects - for single space objecs, 167 * spot. This is meant for multi space objects - for single space objecs,
305 * just calling get_map_blocked and checking that against movement type 168 * just calling get_map_blocked and checking that against movement type
306 * of object. This function goes through all the parts of the 169 * of object. This function goes through all the parts of the multipart
307 * multipart object and makes sure they can be inserted. 170 * object and makes sure they can be inserted.
308 * 171 *
309 * While this doesn't call out of map, the get_map_flags does. 172 * While this doesn't call out of map, the get_map_flags does.
310 * 173 *
311 * This function has been used to deprecate arch_out_of_map - 174 * This function has been used to deprecate arch_out_of_map -
312 * this function also does that check, and since in most cases, 175 * this function also does that check, and since in most cases,
323 * 186 *
324 * Note this used to be arch_blocked, but with new movement 187 * Note this used to be arch_blocked, but with new movement
325 * code, we need to have actual object to check its move_type 188 * code, we need to have actual object to check its move_type
326 * against the move_block values. 189 * against the move_block values.
327 */ 190 */
328int 191bool
329ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 192object::blocked (maptile *m, int x, int y) const
330{ 193{
331 archetype *tmp; 194 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
332 int flag;
333 maptile *m1;
334 sint16 sx, sy;
335
336 if (!ob)
337 {
338 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
339 if (flag & P_OUT_OF_MAP)
340 return P_OUT_OF_MAP;
341
342 /* don't have object, so don't know what types would block */
343 return m1->at (sx, sy).move_block;
344 } 195 {
196 mapxy pos (m, x + tmp->x, y + tmp->y);
345 197
346 for (tmp = ob->arch; tmp; tmp = tmp->more) 198 if (!pos.normalise ())
347 { 199 return 1;
348 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
349 200
350 if (flag & P_OUT_OF_MAP) 201 mapspace &ms = *pos;
351 return P_OUT_OF_MAP; 202
352 if (flag & P_IS_ALIVE) 203 if (ms.flags () & P_IS_ALIVE)
353 return P_IS_ALIVE; 204 return 1;
354 205
355 mapspace &ms = m1->at (sx, sy); 206 /* However, often ob doesn't have any move type
356 207 * (signifying non-moving objects)
357 /* find_first_free_spot() calls this function. However, often
358 * ob doesn't have any move type (when used to place exits)
359 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 208 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
360 */ 209 */
361
362 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 210 if (!move_type && ms.move_block != MOVE_ALL)
363 continue; 211 continue;
364 212
365 /* Note it is intentional that we check ob - the movement type of the 213 /* Note it is intentional that we check ob - the movement type of the
366 * head of the object should correspond for the entire object. 214 * head of the object should correspond for the entire object.
367 */ 215 */
368 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 216 if (ms.blocks (move_type))
369 return P_NO_PASS; 217 return 1;
370 } 218 }
371 219
372 return 0; 220 return 0;
373} 221}
374 222
392 240
393 insert_ob_in_ob (tmp, container); 241 insert_ob_in_ob (tmp, container);
394 tmp = next; 242 tmp = next;
395 } 243 }
396 244
397 /* sum_weight will go through and calculate what all the containers are 245 // go through and calculate what all the containers are carrying.
398 * carrying. 246 //TODO: remove
399 */ 247 container->update_weight ();
400 sum_weight (container); 248}
249
250void
251maptile::set_object_flag (int flag, int value)
252{
253 if (!spaces)
254 return;
255
256 for (mapspace *ms = spaces + size (); ms-- > spaces; )
257 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
258 tmp->flag [flag] = value;
259}
260
261void
262maptile::post_load_original ()
263{
264 if (!spaces)
265 return;
266
267 set_object_flag (FLAG_OBJ_ORIGINAL);
268
269 for (mapspace *ms = spaces + size (); ms-- > spaces; )
270 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
271 INVOKE_OBJECT (RESET, tmp);
401} 272}
402 273
403/* link_multipart_objects go through all the objects on the map looking 274/* link_multipart_objects go through all the objects on the map looking
404 * for objects whose arch says they are multipart yet according to the 275 * for objects whose arch says they are multipart yet according to the
405 * info we have, they only have the head (as would be expected when 276 * info we have, they only have the head (as would be expected when
406 * they are saved). We do have to look for the old maps that did save 277 * they are saved).
407 * the more sections and not re-add sections for them.
408 */ 278 */
409void 279void
410maptile::link_multipart_objects () 280maptile::link_multipart_objects ()
411{ 281{
412 if (!spaces) 282 if (!spaces)
413 return; 283 return;
414 284
415 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 285 for (mapspace *ms = spaces + size (); ms-- > spaces; )
416 for (object *tmp = ms->bot; tmp; ) 286 {
287 object *op = ms->bot;
288 while (op)
417 { 289 {
418 object *above = tmp->above;
419
420 /* already multipart - don't do anything more */ 290 /* already multipart - don't do anything more */
421 if (!tmp->head && !tmp->more) 291 if (op->head_ () == op && !op->more && op->arch->more)
422 {
423 /* If there is nothing more to this object, this for loop
424 * won't do anything.
425 */
426 archetype *at;
427 object *last, *op;
428 for (at = tmp->arch->more, last = tmp;
429 at;
430 at = at->more, last = op)
431 { 292 {
432 op = arch_to_object (at); 293 op->remove ();
294 op->expand_tail ();
433 295
434 /* update x,y coordinates */ 296 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
435 op->x += tmp->x; 297 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
436 op->y += tmp->y; 298 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
437 op->head = tmp;
438 op->map = this;
439 last->more = op;
440 op->name = tmp->name;
441 op->title = tmp->title;
442
443 /* we could link all the parts onto tmp, and then just
444 * call insert_ob_in_map once, but the effect is the same,
445 * as insert_ob_in_map will call itself with each part, and
446 * the coding is simpler to just to it here with each part.
447 */
448 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 299 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
300
301 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
302 // so we have to reset the iteration through the mapspace
449 } 303 }
304 else
305 op = op->above;
450 } 306 }
451
452 tmp = above;
453 } 307 }
454} 308}
455 309
456/* 310/*
457 * Loads (ands parses) the objects into a given map from the specified 311 * Loads (ands parses) the objects into a given map from the specified
458 * file pointer. 312 * file pointer.
459 * mapflags is the same as we get with load_original_map
460 */ 313 */
461bool 314bool
462maptile::load_objects (object_thawer &thawer) 315maptile::_load_objects (object_thawer &f)
463{ 316{
464 int unique; 317 for (;;)
465 object *op, *prev = NULL, *last_more = NULL, *otmp;
466
467 op = object::create ();
468 op->map = this; /* To handle buttons correctly */
469
470 while (int i = load_object (thawer, op, 0))
471 { 318 {
472 /* if the archetype for the object is null, means that we 319 coroapi::cede_to_tick (); // cede once in a while
473 * got an invalid object. Don't do anything with it - the game 320
474 * or editor will not be able to do anything with it either. 321 switch (f.kw)
475 */
476 if (op->arch == NULL)
477 { 322 {
478 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 323 case KW_arch:
324 if (object *op = object::read (f, this))
325 {
326 // TODO: why?
327 if (op->inv)
328 op->update_weight ();
329
330 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
331 {
332 // we insert manually because
333 // a) its way faster
334 // b) we remove manually, too, and there are good reasons for that
335 // c) it's correct
336 mapspace &ms = at (op->x, op->y);
337
338 op->flag [FLAG_REMOVED] = false;
339
340 op->above = 0;
341 op->below = ms.top;
342
343 *(ms.top ? &ms.top->above : &ms.bot) = op;
344
345 ms.top = op;
346 ms.flags_ = 0;
347 }
348 else
349 {
350 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
351 op->destroy ();
352 }
353 }
354
479 continue; 355 continue;
480 }
481 356
482 switch (i)
483 {
484 case LL_NORMAL:
485 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
486
487 if (op->inv)
488 sum_weight (op);
489
490 prev = op, last_more = op;
491 break;
492
493 case LL_MORE: 357 case KW_EOF:
494 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 358 return true;
495 op->head = prev, last_more->more = op, last_more = op; 359
360 default:
361 if (!f.parse_error ("map file"))
362 return false;
496 break; 363 break;
497 } 364 }
498 365
499 op = object::create (); 366 f.next ();
500 op->map = this;
501 }
502
503 op->destroy ();
504
505#if 0
506 for (i = 0; i < width; i++)
507 for (j = 0; j < height; j++)
508 {
509 unique = 0;
510 /* check for unique items, or unique squares */
511 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
512 {
513 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
514 unique = 1;
515
516 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
517 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
518 }
519 } 367 }
520#endif
521 368
522 return true; 369 return true;
523} 370}
524 371
525void 372void
526maptile::activate () 373maptile::activate ()
527{ 374{
528 if (!spaces) 375 if (spaces)
529 return;
530
531 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 376 for (mapspace *ms = spaces + size (); ms-- > spaces; )
532 for (object *op = ms->bot; op; op = op->above) 377 for (object *op = ms->bot; op; op = op->above)
533 op->activate (1); 378 op->activate_recursive ();
534} 379}
535 380
536void 381void
537maptile::deactivate () 382maptile::deactivate ()
538{ 383{
539 if (!spaces) 384 if (spaces)
540 return;
541
542 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
543 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
544 op->deactivate (1); 387 op->deactivate_recursive ();
545} 388}
546 389
547bool 390bool
548maptile::save_objects (object_freezer &freezer, int flags) 391maptile::_save_objects (object_freezer &f, int flags)
549{ 392{
393 coroapi::cede_to_tick ();
394
550 if (flags & IO_HEADER) 395 if (flags & IO_HEADER)
551 save_header (freezer); 396 _save_header (f);
552 397
553 if (!spaces) 398 if (!spaces)
554 return false; 399 return false;
555 400
556 for (int i = 0; i < size (); ++i) 401 for (int i = 0; i < size (); ++i)
557 { 402 {
558 int unique = 0; 403 bool unique = 0;
404
559 for (object *op = spaces [i].bot; op; op = op->above) 405 for (object *op = spaces [i].bot; op; op = op->above)
560 { 406 {
561 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 407 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
562 unique = 1;
563 408
564 if (!op->can_map_save ()) 409 if (expect_false (!op->can_map_save ()))
565 continue; 410 continue;
566 411
567 if (unique || op->flag [FLAG_UNIQUE]) 412 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
568 { 413 {
569 if (flags & IO_UNIQUES) 414 if (flags & IO_UNIQUES)
570 save_object (freezer, op, 1); 415 op->write (f);
571 } 416 }
572 else if (flags & IO_OBJECTS) 417 else if (expect_true (flags & IO_OBJECTS))
573 save_object (freezer, op, 1); 418 op->write (f);
574 } 419 }
575 } 420 }
576 421
422 coroapi::cede_to_tick ();
423
577 return true; 424 return true;
578} 425}
579 426
580bool 427bool
581maptile::load_objects (const char *path, bool skip_header) 428maptile::_save_objects (const char *path, int flags)
582{ 429{
583 object_thawer thawer (path); 430 object_freezer freezer;
584 431
585 if (!thawer) 432 if (!_save_objects (freezer, flags))
586 return false; 433 return false;
587 434
588 if (skip_header)
589 for (;;)
590 {
591 keyword kw = thawer.get_kv ();
592
593 if (kw == KW_end)
594 break;
595
596 thawer.skip_kv (kw);
597 }
598
599 return load_objects (thawer);
600}
601
602bool
603maptile::save_objects (const char *path, int flags)
604{
605 object_freezer freezer;
606
607 if (!save_objects (freezer, flags))
608 return false;
609
610 return freezer.save (path); 435 return freezer.save (path);
611} 436}
612 437
613maptile::maptile () 438maptile::maptile ()
614{ 439{
615 in_memory = MAP_SWAPPED; 440 in_memory = MAP_SWAPPED;
616 441
617 /* The maps used to pick up default x and y values from the 442 /* The maps used to pick up default x and y values from the
618 * map archetype. Mimic that behaviour. 443 * map archetype. Mimic that behaviour.
619 */ 444 */
620 width = 16; 445 width = 16;
621 height = 16; 446 height = 16;
622 reset_timeout = 0;
623 timeout = 300; 447 timeout = 300;
624 enter_x = 0; 448 max_nrof = 1000; // 1000 items of anything
625 enter_y = 0; 449 max_volume = 2000000; // 2m³
626} 450}
627 451
628maptile::maptile (int w, int h) 452maptile::maptile (int w, int h)
629{ 453{
630 in_memory = MAP_SWAPPED; 454 in_memory = MAP_SWAPPED;
776 * This could be done in lex (like the object loader), but I think 600 * This could be done in lex (like the object loader), but I think
777 * currently, there are few enough fields this is not a big deal. 601 * currently, there are few enough fields this is not a big deal.
778 * MSW 2001-07-01 602 * MSW 2001-07-01
779 */ 603 */
780bool 604bool
781maptile::load_header (object_thawer &thawer) 605maptile::_load_header (object_thawer &thawer)
782{ 606{
783 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
784 int msgpos = 0;
785 int maplorepos = 0;
786
787 for (;;) 607 for (;;)
788 { 608 {
789 keyword kw = thawer.get_kv ();
790
791 switch (kw) 609 switch (thawer.kw)
792 { 610 {
793 case KW_EOF:
794 LOG (llevError, "%s: end of file while reading map header, aborting header load.", &path);
795 return false;
796
797 case KW_end:
798 return true;
799
800 case KW_msg: 611 case KW_msg:
801 thawer.get_ml (KW_endmsg, msg); 612 thawer.get_ml (KW_endmsg, msg);
802 break; 613 break;
803 614
804 case KW_lore: // CF+ extension 615 case KW_lore: // CF+ extension
835 case KW_winddir: thawer.get (winddir); break; 646 case KW_winddir: thawer.get (winddir); break;
836 case KW_sky: thawer.get (sky); break; 647 case KW_sky: thawer.get (sky); break;
837 648
838 case KW_per_player: thawer.get (per_player); break; 649 case KW_per_player: thawer.get (per_player); break;
839 case KW_per_party: thawer.get (per_party); break; 650 case KW_per_party: thawer.get (per_party); break;
651 case KW_no_reset: thawer.get (no_reset); break;
652 case KW_no_drop: thawer.get (no_drop); break;
840 653
841 case KW_region: get_region_by_name (thawer.get_str ()); break; 654 case KW_region: default_region = region::find (thawer.get_str ()); break;
842 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 655 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
843 656
844 // old names new names 657 // old names new names
845 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 658 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
846 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 659 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
855 case KW_tile_path_1: thawer.get (tile_path [0]); break; 668 case KW_tile_path_1: thawer.get (tile_path [0]); break;
856 case KW_tile_path_2: thawer.get (tile_path [1]); break; 669 case KW_tile_path_2: thawer.get (tile_path [1]); break;
857 case KW_tile_path_3: thawer.get (tile_path [2]); break; 670 case KW_tile_path_3: thawer.get (tile_path [2]); break;
858 case KW_tile_path_4: thawer.get (tile_path [3]); break; 671 case KW_tile_path_4: thawer.get (tile_path [3]); break;
859 672
673 case KW_ERROR:
674 set_key_text (thawer.kw_str, thawer.value);
675 break;
676
677 case KW_end:
678 thawer.next ();
679 return true;
680
860 default: 681 default:
861 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 682 if (!thawer.parse_error ("map", 0))
683 return false;
862 break; 684 break;
863 } 685 }
686
687 thawer.next ();
864 } 688 }
865 689
866 abort (); 690 abort ();
867}
868
869bool
870maptile::load_header (const char *path)
871{
872 object_thawer thawer (path);
873
874 if (!thawer)
875 return false;
876
877 return load_header (thawer);
878} 691}
879 692
880/****************************************************************************** 693/******************************************************************************
881 * This is the start of unique map handling code 694 * This is the start of unique map handling code
882 *****************************************************************************/ 695 *****************************************************************************/
893 object *above = op->above; 706 object *above = op->above;
894 707
895 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 708 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
896 unique = 1; 709 unique = 1;
897 710
898 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 711 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
899 {
900 op->destroy_inv (false);
901 op->destroy (); 712 op->destroy ();
902 }
903 713
904 op = above; 714 op = above;
905 } 715 }
906 } 716 }
907} 717}
908 718
909bool 719bool
910maptile::save_header (object_freezer &freezer) 720maptile::_save_header (object_freezer &freezer)
911{ 721{
912#define MAP_OUT(k) freezer.put (KW_ ## k, k) 722#define MAP_OUT(k) freezer.put (KW_ ## k, k)
913#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 723#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
914 724
915 MAP_OUT2 (arch, "map"); 725 MAP_OUT2 (arch, "map");
917 if (name) MAP_OUT (name); 727 if (name) MAP_OUT (name);
918 MAP_OUT (swap_time); 728 MAP_OUT (swap_time);
919 MAP_OUT (reset_time); 729 MAP_OUT (reset_time);
920 MAP_OUT (reset_timeout); 730 MAP_OUT (reset_timeout);
921 MAP_OUT (fixed_resettime); 731 MAP_OUT (fixed_resettime);
732 MAP_OUT (no_reset);
733 MAP_OUT (no_drop);
922 MAP_OUT (difficulty); 734 MAP_OUT (difficulty);
923 735
924 if (region) MAP_OUT2 (region, region->name); 736 if (default_region) MAP_OUT2 (region, default_region->name);
925 737
926 if (shopitems) 738 if (shopitems)
927 { 739 {
928 char shop[MAX_BUF]; 740 char shop[MAX_BUF];
929 print_shop_string (this, shop); 741 print_shop_string (this, shop);
957 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 769 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
958 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 770 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
959 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 771 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
960 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 772 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
961 773
962 MAP_OUT2 (end, 0); 774 freezer.put (this);
775 freezer.put (KW_end);
963 776
964 return true; 777 return true;
965} 778}
966 779
967bool 780bool
968maptile::save_header (const char *path) 781maptile::_save_header (const char *path)
969{ 782{
970 object_freezer freezer; 783 object_freezer freezer;
971 784
972 if (!save_header (freezer)) 785 if (!_save_header (freezer))
973 return false; 786 return false;
974 787
975 return freezer.save (path); 788 return freezer.save (path);
976} 789}
977 790
979 * Remove and free all objects in the given map. 792 * Remove and free all objects in the given map.
980 */ 793 */
981void 794void
982maptile::clear () 795maptile::clear ()
983{ 796{
984 if (!spaces) 797 if (spaces)
985 return; 798 {
986
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 799 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 while (object *op = ms->bot) 800 while (object *op = ms->bot)
989 { 801 {
802 // manually remove, as to not trigger anything
803 if (ms->bot = op->above)
804 ms->bot->below = 0;
805
806 op->flag [FLAG_REMOVED] = true;
807
808 object *head = op->head_ ();
990 if (op->head) 809 if (op == head)
991 op = op->head;
992
993 op->destroy_inv (false);
994 op->destroy (); 810 op->destroy ();
811 else if (head->map != op->map)
812 {
813 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
814 head->destroy ();
815 }
816 }
817
818 sfree0 (spaces, size ());
995 } 819 }
996
997 sfree (spaces, size ()), spaces = 0;
998 820
999 if (buttons) 821 if (buttons)
1000 free_objectlinkpt (buttons), buttons = 0; 822 free_objectlinkpt (buttons), buttons = 0;
823
824 sfree0 (regions, size ());
825 delete [] regionmap; regionmap = 0;
1001} 826}
1002 827
1003void 828void
1004maptile::clear_header () 829maptile::clear_header ()
1005{ 830{
1037 attachable::do_destroy (); 862 attachable::do_destroy ();
1038 863
1039 clear (); 864 clear ();
1040} 865}
1041 866
1042/* 867/* decay and destroy perishable items in a map */
1043 * Updates every button on the map (by calling update_button() for them).
1044 */
1045void 868void
1046maptile::update_buttons () 869maptile::do_decay_objects ()
1047{ 870{
1048 for (oblinkpt *obp = buttons; obp; obp = obp->next) 871 if (!spaces)
1049 for (objectlink *ol = obp->link; ol; ol = ol->next) 872 return;
873
874 for (mapspace *ms = spaces + size (); ms-- > spaces; )
875 for (object *above, *op = ms->bot; op; op = above)
1050 { 876 {
1051 if (!ol->ob) 877 above = op->above;
878
879 bool destroy = 0;
880
881 // do not decay anything above unique floor tiles (yet :)
882 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
883 break;
884
885 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
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 ())
891 ; // do not decay
892 else if (op->is_weapon ())
1052 { 893 {
1053 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 894 op->stats.dam--;
1054 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 895 if (op->stats.dam < 0)
1055 continue; 896 destroy = 1;
1056 } 897 }
1057 898 else if (op->is_armor ())
1058 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1059 { 899 {
1060 update_button (ol->ob); 900 op->stats.ac--;
1061 break; 901 if (op->stats.ac < 0)
902 destroy = 1;
1062 } 903 }
904 else if (op->type == FOOD)
905 {
906 op->stats.food -= rndm (5, 20);
907 if (op->stats.food < 0)
908 destroy = 1;
909 }
910 else
911 {
912 int mat = op->materials;
913
914 if (mat & M_PAPER
915 || mat & M_LEATHER
916 || mat & M_WOOD
917 || mat & M_ORGANIC
918 || mat & M_CLOTH
919 || mat & M_LIQUID
920 || (mat & M_IRON && rndm (1, 5) == 1)
921 || (mat & M_GLASS && rndm (1, 2) == 1)
922 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
923 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
924 || (mat & M_ICE && temp > 32))
925 destroy = 1;
926 }
927
928 /* adjust overall chance below */
929 if (destroy && rndm (0, 1))
930 op->destroy ();
1063 } 931 }
1064} 932}
1065 933
1066/* 934/*
1067 * This routine is supposed to find out the difficulty of the map. 935 * This routine is supposed to find out the difficulty of the map.
1068 * difficulty does not have a lot to do with character level, 936 * difficulty does not have a lot to do with character level,
1069 * but does have a lot to do with treasure on the map. 937 * but does have a lot to do with treasure on the map.
1070 * 938 *
1071 * Difficulty can now be set by the map creature. If the value stored 939 * Difficulty can now be set by the map creator. If the value stored
1072 * in the map is zero, then use this routine. Maps should really 940 * in the map is zero, then use this routine. Maps should really
1073 * have a difficulty set than using this function - human calculation 941 * have a difficulty set rather than using this function - human calculation
1074 * is much better than this functions guesswork. 942 * is much better than this function's guesswork.
1075 */ 943 */
1076int 944int
1077maptile::estimate_difficulty () const 945maptile::estimate_difficulty () const
1078{ 946{
1079 long monster_cnt = 0; 947 long monster_cnt = 0;
1091 959
1092 if (QUERY_FLAG (op, FLAG_GENERATOR)) 960 if (QUERY_FLAG (op, FLAG_GENERATOR))
1093 { 961 {
1094 total_exp += op->stats.exp; 962 total_exp += op->stats.exp;
1095 963
1096 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 964 if (archetype *at = op->other_arch)
965 {
1097 total_exp += at->clone.stats.exp * 8; 966 total_exp += at->stats.exp * 8;
1098
1099 monster_cnt++; 967 monster_cnt++;
968 }
969
970 for (object *inv = op->inv; inv; inv = inv->below)
971 {
972 total_exp += op->stats.exp * 8;
973 monster_cnt++;
974 }
1100 } 975 }
1101 } 976 }
1102 977
1103 avgexp = (double) total_exp / monster_cnt; 978 avgexp = (double) total_exp / monster_cnt;
1104 979
1117 * postive values make it darker, negative make it brighter 992 * postive values make it darker, negative make it brighter
1118 */ 993 */
1119int 994int
1120maptile::change_map_light (int change) 995maptile::change_map_light (int change)
1121{ 996{
1122 int new_level = darkness + change;
1123
1124 /* Nothing to do */ 997 /* Nothing to do */
1125 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 998 if (!change)
1126 return 0; 999 return 0;
1127 1000
1128 /* inform all players on the map */ 1001 /* inform all players on the map */
1129 if (change > 0) 1002 if (change > 0)
1130 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1003 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1131 else 1004 else
1132 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1005 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1133 1006
1134 /* Do extra checking. since darkness is a unsigned value, 1007 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1135 * we need to be extra careful about negative values.
1136 * In general, the checks below are only needed if change
1137 * is not +/-1
1138 */
1139 if (new_level < 0)
1140 darkness = 0;
1141 else if (new_level >= MAX_DARKNESS)
1142 darkness = MAX_DARKNESS;
1143 else
1144 darkness = new_level;
1145 1008
1146 /* All clients need to get re-updated for the change */ 1009 /* All clients need to get re-updated for the change */
1147 update_all_map_los (this); 1010 update_all_map_los (this);
1011
1148 return 1; 1012 return 1;
1149} 1013}
1150 1014
1151/* 1015/*
1152 * This function updates various attributes about a specific space 1016 * This function updates various attributes about a specific space
1155 * through, etc) 1019 * through, etc)
1156 */ 1020 */
1157void 1021void
1158mapspace::update_ () 1022mapspace::update_ ()
1159{ 1023{
1160 object *tmp, *last = 0; 1024 object *last = 0;
1161 uint8 flags = 0, light = 0, anywhere = 0; 1025 uint8 flags = P_UPTODATE, anywhere = 0;
1162 New_Face *top, *floor, *middle; 1026 sint8 light = 0;
1163 object *top_obj, *floor_obj, *middle_obj;
1164 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1027 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1165 1028
1166 middle = blank_face; 1029 //object *middle = 0;
1167 top = blank_face; 1030 //object *top = 0;
1168 floor = blank_face; 1031 //object *floor = 0;
1032 // this seems to generate better code than using locals, above
1033 object *&top = faces_obj[0] = 0;
1034 object *&middle = faces_obj[1] = 0;
1035 object *&floor = faces_obj[2] = 0;
1169 1036
1170 middle_obj = 0;
1171 top_obj = 0;
1172 floor_obj = 0;
1173
1174 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1037 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1175 { 1038 {
1176 /* This could be made additive I guess (two lights better than 1039 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1177 * one). But if so, it shouldn't be a simple additive - 2
1178 * light bulbs do not illuminate twice as far as once since
1179 * it is a dissapation factor that is cubed.
1180 */
1181 if (tmp->glow_radius > light)
1182 light = tmp->glow_radius; 1040 light += tmp->glow_radius;
1183 1041
1184 /* This call is needed in order to update objects the player 1042 /* This call is needed in order to update objects the player
1185 * is standing in that have animations (ie, grass, fire, etc). 1043 * is standing in that have animations (ie, grass, fire, etc).
1186 * However, it also causes the look window to be re-drawn 1044 * However, it also causes the look window to be re-drawn
1187 * 3 times each time the player moves, because many of the 1045 * 3 times each time the player moves, because many of the
1190 * Always put the player down for drawing. 1048 * Always put the player down for drawing.
1191 */ 1049 */
1192 if (!tmp->invisible) 1050 if (!tmp->invisible)
1193 { 1051 {
1194 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1052 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1195 {
1196 top = tmp->face;
1197 top_obj = tmp; 1053 top = tmp;
1198 }
1199 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1054 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 { 1055 {
1201 /* If we got a floor, that means middle and top were below it, 1056 /* If we got a floor, that means middle and top were below it,
1202 * so should not be visible, so we clear them. 1057 * so should not be visible, so we clear them.
1203 */ 1058 */
1204 middle = blank_face; 1059 middle = 0;
1205 top = blank_face; 1060 top = 0;
1206 floor = tmp->face;
1207 floor_obj = tmp; 1061 floor = tmp;
1208 } 1062 }
1209 /* Flag anywhere have high priority */ 1063 /* Flag anywhere have high priority */
1210 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1064 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1211 { 1065 {
1212 middle = tmp->face;
1213
1214 middle_obj = tmp; 1066 middle = tmp;
1215 anywhere = 1; 1067 anywhere = 1;
1216 } 1068 }
1069
1217 /* Find the highest visible face around. If equal 1070 /* Find the highest visible face around. If equal
1218 * visibilities, we still want the one nearer to the 1071 * visibilities, we still want the one nearer to the
1219 * top 1072 * top
1220 */ 1073 */
1221 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1074 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1222 {
1223 middle = tmp->face;
1224 middle_obj = tmp; 1075 middle = tmp;
1225 }
1226 } 1076 }
1227 1077
1228 if (tmp == tmp->above) 1078 if (tmp == tmp->above)
1229 { 1079 {
1230 LOG (llevError, "Error in structure of map\n"); 1080 LOG (llevError, "Error in structure of map\n");
1243 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1093 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1244 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1094 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1245 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1095 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1246 } 1096 }
1247 1097
1248 this->light = light; 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1249 this->flags_ = flags; 1099 this->flags_ = flags;
1250 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1251 this->move_on = move_on; 1101 this->move_on = move_on;
1252 this->move_off = move_off; 1102 this->move_off = move_off;
1253 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1265 * middle face. This should not happen, as we already have the 1115 * middle face. This should not happen, as we already have the
1266 * else statement above so middle should not get set. OTOH, it 1116 * else statement above so middle should not get set. OTOH, it
1267 * may be possible for the faces to match but be different objects. 1117 * may be possible for the faces to match but be different objects.
1268 */ 1118 */
1269 if (top == middle) 1119 if (top == middle)
1270 middle = blank_face; 1120 middle = 0;
1271 1121
1272 /* There are three posibilities at this point: 1122 /* There are three posibilities at this point:
1273 * 1) top face is set, need middle to be set. 1123 * 1) top face is set, need middle to be set.
1274 * 2) middle is set, need to set top. 1124 * 2) middle is set, need to set top.
1275 * 3) neither middle or top is set - need to set both. 1125 * 3) neither middle or top is set - need to set both.
1276 */ 1126 */
1277 1127
1278 for (tmp = last; tmp; tmp = tmp->below) 1128 for (object *tmp = last; tmp; tmp = tmp->below)
1279 { 1129 {
1280 /* Once we get to a floor, stop, since we already have a floor object */ 1130 /* Once we get to a floor, stop, since we already have a floor object */
1281 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1131 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282 break; 1132 break;
1283 1133
1284 /* If two top faces are already set, quit processing */ 1134 /* If two top faces are already set, quit processing */
1285 if ((top != blank_face) && (middle != blank_face)) 1135 if (top && middle)
1286 break; 1136 break;
1287 1137
1288 /* Only show visible faces, unless its the editor - show all */ 1138 /* Only show visible faces */
1289 if (!tmp->invisible || editor) 1139 if (!tmp->invisible)
1290 { 1140 {
1291 /* Fill in top if needed */ 1141 /* Fill in top if needed */
1292 if (top == blank_face) 1142 if (!top)
1293 { 1143 {
1294 top = tmp->face;
1295 top_obj = tmp; 1144 top = tmp;
1296 if (top == middle) 1145 if (top == middle)
1297 middle = blank_face; 1146 middle = 0;
1298 } 1147 }
1299 else 1148 else
1300 { 1149 {
1301 /* top is already set - we should only get here if 1150 /* top is already set - we should only get here if
1302 * middle is not set 1151 * middle is not set
1303 * 1152 *
1304 * Set the middle face and break out, since there is nothing 1153 * Set the middle face and break out, since there is nothing
1305 * more to fill in. We don't check visiblity here, since 1154 * more to fill in. We don't check visiblity here, since
1306 * 1155 *
1307 */ 1156 */
1308 if (tmp->face != top) 1157 if (tmp != top)
1309 { 1158 {
1310 middle = tmp->face;
1311 middle_obj = tmp; 1159 middle = tmp;
1312 break; 1160 break;
1313 } 1161 }
1314 } 1162 }
1315 } 1163 }
1316 } 1164 }
1317 1165
1318 if (middle == floor) 1166 if (middle == floor)
1319 middle = blank_face; 1167 middle = 0;
1320 1168
1321 if (top == middle) 1169 if (top == middle)
1322 middle = blank_face; 1170 middle = 0;
1323 1171
1324 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1172#if 0
1325 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1173 faces_obj [0] = top;
1326 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1174 faces_obj [1] = middle;
1175 faces_obj [2] = floor;
1176#endif
1327} 1177}
1328 1178
1329/* this updates the orig_map->tile_map[tile_num] value after loading 1179uint64
1330 * the map. It also takes care of linking back the freshly loaded 1180mapspace::volume () const
1331 * maps tile_map values if it tiles back to this one. It returns
1332 * the value of orig_map->tile_map[tile_num]. It really only does this
1333 * so that it is easier for calling functions to verify success.
1334 */
1335static maptile *
1336load_and_link_tiled_map (maptile *orig_map, int tile_num)
1337{ 1181{
1338 maptile *mp = orig_map->find_map (orig_map->tile_path[tile_num]); 1182 uint64 vol = 0;
1339 mp->load ();
1340 1183
1341 int dest_tile = (tile_num + 2) % 4; 1184 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1185 vol += op->volume ();
1342 1186
1343 orig_map->tile_map[tile_num] = mp; 1187 return vol;
1188}
1344 1189
1345 /* need to do a strcmp here as the orig_map->path is not a shared string */ 1190maptile *
1346 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] && orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1191maptile::tile_available (int dir, bool load)
1347 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map; 1192{
1193 if (tile_path[dir])
1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1348 1197
1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1201
1349 return mp; 1202 return 0;
1350} 1203}
1351 1204
1352/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1353 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1354 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1367 if (!m) 1220 if (!m)
1368 return 0; 1221 return 0;
1369 1222
1370 if (x < 0) 1223 if (x < 0)
1371 { 1224 {
1372 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1373 return 1; 1226 return 1;
1374 1227
1375 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1376 load_and_link_tiled_map (m, 3);
1377
1378 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1228 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1379 } 1229 }
1380 1230
1381 if (x >= m->width) 1231 if (x >= m->width)
1382 { 1232 {
1383 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1384 return 1; 1234 return 1;
1385 1235
1386 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1387 load_and_link_tiled_map (m, 1);
1388
1389 return out_of_map (m->tile_map[1], x - m->width, y); 1236 return out_of_map (m->tile_map[1], x - m->width, y);
1390 } 1237 }
1391 1238
1392 if (y < 0) 1239 if (y < 0)
1393 { 1240 {
1394 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1395 return 1; 1242 return 1;
1396 1243
1397 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1398 load_and_link_tiled_map (m, 0);
1399
1400 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1244 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1401 } 1245 }
1402 1246
1403 if (y >= m->height) 1247 if (y >= m->height)
1404 { 1248 {
1405 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1406 return 1; 1250 return 1;
1407
1408 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1409 load_and_link_tiled_map (m, 2);
1410 1251
1411 return out_of_map (m->tile_map[2], x, y - m->height); 1252 return out_of_map (m->tile_map[2], x, y - m->height);
1412 } 1253 }
1413 1254
1414 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1419 1260
1420/* This is basically the same as out_of_map above, but 1261/* This is basically the same as out_of_map above, but
1421 * instead we return NULL if no map is valid (coordinates 1262 * instead we return NULL if no map is valid (coordinates
1422 * out of bounds and no tiled map), otherwise it returns 1263 * out of bounds and no tiled map), otherwise it returns
1423 * the map as that the coordinates are really on, and 1264 * the map as that the coordinates are really on, and
1424 * updates x and y to be the localized coordinates. 1265 * updates x and y to be the localised coordinates.
1425 * Using this is more efficient of calling out_of_map 1266 * Using this is more efficient of calling out_of_map
1426 * and then figuring out what the real map is 1267 * and then figuring out what the real map is
1427 */ 1268 */
1428maptile * 1269maptile *
1429get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1430{ 1271{
1431 if (*x < 0) 1272 if (x < 0)
1432 { 1273 {
1433 if (!m->tile_path[3]) 1274 if (!tile_available (3))
1434 return 0; 1275 return 0;
1435 1276
1436 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1437 load_and_link_tiled_map (m, 3);
1438
1439 *x += m->tile_map[3]->width; 1277 x += tile_map[3]->width;
1440 return (get_map_from_coord (m->tile_map[3], x, y)); 1278 return tile_map[3]->xy_find (x, y);
1441 } 1279 }
1442 1280
1443 if (*x >= m->width) 1281 if (x >= width)
1444 { 1282 {
1445 if (!m->tile_path[1]) 1283 if (!tile_available (1))
1446 return 0; 1284 return 0;
1447 1285
1448 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1449 load_and_link_tiled_map (m, 1);
1450
1451 *x -= m->width; 1286 x -= width;
1452 return (get_map_from_coord (m->tile_map[1], x, y)); 1287 return tile_map[1]->xy_find (x, y);
1453 } 1288 }
1454 1289
1455 if (*y < 0) 1290 if (y < 0)
1456 { 1291 {
1457 if (!m->tile_path[0]) 1292 if (!tile_available (0))
1458 return 0; 1293 return 0;
1459 1294
1460 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1461 load_and_link_tiled_map (m, 0);
1462
1463 *y += m->tile_map[0]->height; 1295 y += tile_map[0]->height;
1464 return (get_map_from_coord (m->tile_map[0], x, y)); 1296 return tile_map[0]->xy_find (x, y);
1465 } 1297 }
1466 1298
1467 if (*y >= m->height) 1299 if (y >= height)
1468 { 1300 {
1469 if (!m->tile_path[2]) 1301 if (!tile_available (2))
1470 return 0; 1302 return 0;
1471 1303
1472 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1473 load_and_link_tiled_map (m, 2);
1474
1475 *y -= m->height; 1304 y -= height;
1476 return (get_map_from_coord (m->tile_map[2], x, y)); 1305 return tile_map[2]->xy_find (x, y);
1477 } 1306 }
1478 1307
1479 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1480 * map. 1309 * map.
1481 */ 1310 */
1482 return m; 1311 return this;
1483} 1312}
1484 1313
1485/** 1314/**
1486 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
1487 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
1488 */ 1317 */
1489static int 1318int
1490adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1491{ 1320{
1492 if (!map1 || !map2) 1321 if (!map1 || !map2)
1493 return 0; 1322 return 0;
1494 1323
1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1325 //fix: compare paths instead (this is likely faster, too!)
1495 if (map1 == map2) 1326 if (map1 == map2)
1496 { 1327 {
1497 *dx = 0; 1328 *dx = 0;
1498 *dy = 0; 1329 *dy = 0;
1499 } 1330 }
1559 } 1390 }
1560 else 1391 else
1561 return 0; 1392 return 0;
1562 1393
1563 return 1; 1394 return 1;
1395}
1396
1397maptile *
1398maptile::xy_load (sint16 &x, sint16 &y)
1399{
1400 maptile *map = xy_find (x, y);
1401
1402 if (map)
1403 map->load_sync ();
1404
1405 return map;
1406}
1407
1408maptile *
1409get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1410{
1411 return m->xy_load (*x, *y);
1564} 1412}
1565 1413
1566/* From map.c 1414/* From map.c
1567 * This is used by get_player to determine where the other 1415 * This is used by get_player to determine where the other
1568 * creature is. get_rangevector takes into account map tiling, 1416 * creature is. get_rangevector takes into account map tiling,
1569 * so you just can not look the the map coordinates and get the 1417 * so you just can not look the the map coordinates and get the
1570 * righte value. distance_x/y are distance away, which 1418 * righte value. distance_x/y are distance away, which
1571 * can be negativbe. direction is the crossfire direction scheme 1419 * can be negative. direction is the crossfire direction scheme
1572 * that the creature should head. part is the part of the 1420 * that the creature should head. part is the part of the
1573 * monster that is closest. 1421 * monster that is closest.
1574 * 1422 *
1575 * get_rangevector looks at op1 and op2, and fills in the 1423 * get_rangevector looks at op1 and op2, and fills in the
1576 * structure for op1 to get to op2. 1424 * structure for op1 to get to op2.
1587get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1588{ 1436{
1589 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1590 { 1438 {
1591 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1592 retval->distance = 100000; 1440 retval->distance = 10000;
1593 retval->distance_x = 32767; 1441 retval->distance_x = 10000;
1594 retval->distance_y = 32767; 1442 retval->distance_y = 10000;
1595 retval->direction = 0; 1443 retval->direction = 0;
1596 retval->part = 0; 1444 retval->part = 0;
1597 } 1445 }
1598 else 1446 else
1599 { 1447 {
1604 1452
1605 best = op1; 1453 best = op1;
1606 /* If this is multipart, find the closest part now */ 1454 /* If this is multipart, find the closest part now */
1607 if (!(flags & 0x1) && op1->more) 1455 if (!(flags & 0x1) && op1->more)
1608 { 1456 {
1609 object *tmp;
1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1457 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1611 1458
1612 /* we just take the offset of the piece to head to figure 1459 /* we just take the offset of the piece to head to figure
1613 * distance instead of doing all that work above again 1460 * distance instead of doing all that work above again
1614 * since the distance fields we set above are positive in the 1461 * since the distance fields we set above are positive in the
1615 * same axis as is used for multipart objects, the simply arithmetic 1462 * same axis as is used for multipart objects, the simply arithmetic
1616 * below works. 1463 * below works.
1617 */ 1464 */
1618 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1465 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 { 1466 {
1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1467 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1468 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1622 if (tmpi < best_distance) 1469 if (tmpi < best_distance)
1623 { 1470 {
1624 best_distance = tmpi; 1471 best_distance = tmpi;
1625 best = tmp; 1472 best = tmp;
1626 } 1473 }
1627 } 1474 }
1475
1628 if (best != op1) 1476 if (best != op1)
1629 { 1477 {
1630 retval->distance_x += op1->x - best->x; 1478 retval->distance_x += op1->x - best->x;
1631 retval->distance_y += op1->y - best->y; 1479 retval->distance_y += op1->y - best->y;
1632 } 1480 }
1633 } 1481 }
1482
1634 retval->part = best; 1483 retval->part = best;
1635 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1484 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1636 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1485 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1637 } 1486 }
1638} 1487}
1639 1488
1640/* this is basically the same as get_rangevector above, but instead of 1489/* this is basically the same as get_rangevector above, but instead of
1645 * flags has no meaning for this function at this time - I kept it in to 1494 * flags has no meaning for this function at this time - I kept it in to
1646 * be more consistant with the above function and also in case they are needed 1495 * be more consistant with the above function and also in case they are needed
1647 * for something in the future. Also, since no object is pasted, the best 1496 * for something in the future. Also, since no object is pasted, the best
1648 * field of the rv_vector is set to NULL. 1497 * field of the rv_vector is set to NULL.
1649 */ 1498 */
1650
1651void 1499void
1652get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1500get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1653{ 1501{
1654 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1502 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1655 { 1503 {
1656 /* be conservative and fill in _some_ data */ 1504 /* be conservative and fill in _some_ data */
1657 retval->distance = 100000; 1505 retval->distance = 100000;
1663 else 1511 else
1664 { 1512 {
1665 retval->distance_x += op2->x - x; 1513 retval->distance_x += op2->x - x;
1666 retval->distance_y += op2->y - y; 1514 retval->distance_y += op2->y - y;
1667 1515
1668 retval->part = NULL; 1516 retval->part = 0;
1669 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1517 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1670 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1518 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1671 } 1519 }
1672} 1520}
1673 1521
1674/* Returns true of op1 and op2 are effectively on the same map 1522/* Returns true of op1 and op2 are effectively on the same map
1688} 1536}
1689 1537
1690object * 1538object *
1691maptile::insert (object *op, int x, int y, object *originator, int flags) 1539maptile::insert (object *op, int x, int y, object *originator, int flags)
1692{ 1540{
1693 if (!op->flag [FLAG_REMOVED])
1694 op->remove ();
1695
1696 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1541 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1697} 1542}
1698 1543
1544region *
1545maptile::region (int x, int y) const
1546{
1547 if (regions
1548 && regionmap
1549 && !OUT_OF_REAL_MAP (this, x, y))
1550 if (struct region *reg = regionmap [regions [y * width + x]])
1551 return reg;
1552
1553 if (default_region)
1554 return default_region;
1555
1556 return ::region::default_region ();
1557}
1558
1559/* picks a random object from a style map.
1560 */
1561object *
1562maptile::pick_random_object (rand_gen &gen) const
1563{
1564 /* while returning a null object will result in a crash, that
1565 * is actually preferable to an infinite loop. That is because
1566 * most servers will automatically restart in case of crash.
1567 * Change the logic on getting the random space - shouldn't make
1568 * any difference, but this seems clearer to me.
1569 */
1570 for (int i = 1000; --i;)
1571 {
1572 object *pick = at (gen (width), gen (height)).bot;
1573
1574 // do not prefer big monsters just because they are big.
1575 if (pick && pick->is_head ())
1576 return pick->head_ ();
1577 }
1578
1579 // instead of crashing in the unlikely(?) case, try to return *something*
1580 return archetype::find ("bug");
1581}
1582
1583void
1584maptile::play_sound (faceidx sound, int x, int y) const
1585{
1586 if (!sound)
1587 return;
1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1605 for_all_players (pl)
1606 if (client *ns = pl->ns)
1607 {
1608 int dx = x - pl->ob->x;
1609 int dy = y - pl->ob->y;
1610
1611 int distance = idistance (dx, dy);
1612
1613 if (distance <= MAX_SOUND_DISTANCE)
1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1615 }
1616}
1617
1618static void
1619split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1620{
1621 // clip to map to the left
1622 if (x0 < 0)
1623 {
1624 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1625 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1626
1627 if (x1 < 0) // entirely to the left
1628 return;
1629
1630 x0 = 0;
1631 }
1632
1633 // clip to map to the right
1634 if (x1 > m->width)
1635 {
1636 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1637 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1638
1639 if (x0 > m->width) // entirely to the right
1640 return;
1641
1642 x1 = m->width;
1643 }
1644
1645 // clip to map above
1646 if (y0 < 0)
1647 {
1648 if (maptile *tile = m->tile_available (TILE_UP, 1))
1649 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1650
1651 if (y1 < 0) // entirely above
1652 return;
1653
1654 y0 = 0;
1655 }
1656
1657 // clip to map below
1658 if (y1 > m->height)
1659 {
1660 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1661 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1662
1663 if (y0 > m->height) // entirely below
1664 return;
1665
1666 y1 = m->height;
1667 }
1668
1669 // if we get here, the rect is within the current map
1670 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1671
1672 r->m = m;
1673 r->x0 = x0;
1674 r->y0 = y0;
1675 r->x1 = x1;
1676 r->y1 = y1;
1677 r->dx = dx;
1678 r->dy = dy;
1679}
1680
1681maprect *
1682maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1683{
1684 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines