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Comparing deliantra/server/common/map.C (file contents):
Revision 1.113 by root, Fri Jul 13 15:54:40 2007 UTC vs.
Revision 1.198 by root, Thu Apr 29 12:24:04 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 28#include "path.h"
32 29
33/* 30//+GPL
34 * This makes a path absolute outside the world of Crossfire.
35 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
36 * and returns the pointer to a static array containing the result.
37 * it really should be called create_mapname
38 */
39const char *
40create_pathname (const char *name)
41{
42 static char buf[8192];
43 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
44 return buf;
45}
46 31
47/* 32sint8 maptile::outdoor_darkness;
48 * This function checks if a file with the given path exists.
49 * -1 is returned if it fails, otherwise the mode of the file
50 * is returned.
51 * It tries out all the compression suffixes listed in the uncomp[] array.
52 *
53 * If prepend_dir is set, then we call create_pathname (which prepends
54 * libdir & mapdir). Otherwise, we assume the name given is fully
55 * complete.
56 * Only the editor actually cares about the writablity of this -
57 * the rest of the code only cares that the file is readable.
58 * when the editor goes away, the call to stat should probably be
59 * replaced by an access instead (similar to the windows one, but
60 * that seems to be missing the prepend_dir processing
61 */
62int
63check_path (const char *name, int prepend_dir)
64{
65 char buf[MAX_BUF];
66
67 char *endbuf;
68 struct stat statbuf;
69 int mode = 0;
70
71 if (prepend_dir)
72 assign (buf, create_pathname (name));
73 else
74 assign (buf, name);
75
76 /* old method (strchr(buf, '\0')) seemd very odd to me -
77 * this method should be equivalant and is clearer.
78 * Can not use strcat because we need to cycle through
79 * all the names.
80 */
81 endbuf = buf + strlen (buf);
82
83 if (stat (buf, &statbuf))
84 return -1;
85 if (!S_ISREG (statbuf.st_mode))
86 return (-1);
87
88 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
89 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
90 mode |= 4;
91
92 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
93 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
94 mode |= 2;
95
96 return (mode);
97}
98 33
99/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
100 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
101 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
102 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
137 * by the caller. 72 * by the caller.
138 */ 73 */
139int 74int
140blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
141{ 76{
142 object *tmp;
143 int mflags, blocked;
144
145 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
146 * have already checked this. 78 * have already checked this.
147 */ 79 */
148 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
149 { 81 {
150 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
151 return 1; 83 return 1;
152 } 84 }
153 85
154 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
155 * directly.
156 */
157 mflags = m->at (sx, sy).flags ();
158 87
159 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
160 90
161 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
162 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
163 * things we need to do for players. 93 * things we need to do for players.
164 */ 94 */
165 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
166 return 0; 96 return 0;
167 97
168 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
169 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
170 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
171 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
172 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
173 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
180 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
184 */ 114 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 116 {
187 117 if (OB_MOVE_BLOCK (ob, tmp))
188 /* This must be before the checks below. Code for inventory checkers. */
189 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
190 { 118 {
191 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
193 * pass through this space. 121 return 1;
194 */ 122 else
195 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
196 { 126 {
197 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
198 return 1; 131 return 1;
199 else 132 }
200 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
201 } 142 }
202 else 143 else
203 { 144 return 1; // unconditional block
204 /* In this case, the player must not have the object - 145
205 * if they do, they can't pass through.
206 */
207 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
208 return 1;
209 else
210 continue;
211 }
212 } /* if check_inv */
213 else 146 } else {
214 { 147 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 149 // blocks anything
217 * movement, can't move here.
218 * second - if a monster, can't move there, unless it is a
219 * hidden dm
220 */
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 150
224 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
225 && tmp->head_ () != ob
226 && tmp != ob
227 && tmp->type != DOOR 152 && tmp->type != DOOR
228 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
229 return 1; 154 return 1;
230 } 155 }
231
232 } 156 }
157
233 return 0; 158 return 0;
234} 159}
235 160
236/* 161/*
237 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
238 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
239 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
240 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
241 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
242 * 167 *
243 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
244 * 169 *
245 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
246 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
257 * 182 *
258 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
259 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
260 * against the move_block values. 185 * against the move_block values.
261 */ 186 */
262int 187bool
263ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
264{ 189{
265 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
266 int flag;
267 maptile *m1;
268 sint16 sx, sy;
269
270 if (!ob)
271 {
272 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
273 if (flag & P_OUT_OF_MAP)
274 return P_OUT_OF_MAP;
275
276 /* don't have object, so don't know what types would block */
277 return m1->at (sx, sy).move_block;
278 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
279 193
280 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 194 if (!pos.normalise ())
281 { 195 return 1;
282 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
283 196
284 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
285 return P_OUT_OF_MAP; 198
286 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
287 return P_IS_ALIVE; 200 return 1;
288 201
289 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
290 203 * (signifying non-moving objects)
291 /* find_first_free_spot() calls this function. However, often
292 * ob doesn't have any move type (when used to place exits)
293 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
294 */ 205 */
295
296 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
297 continue; 207 continue;
298 208
299 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
300 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
301 */ 211 */
302 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
303 return P_NO_PASS; 213 return 1;
304 } 214 }
305 215
306 return 0; 216 return 0;
307} 217}
308 218
309/* When the map is loaded, load_object does not actually insert objects 219//-GPL
310 * into inventory, but just links them. What this does is go through
311 * and insert them properly.
312 * The object 'container' is the object that contains the inventory.
313 * This is needed so that we can update the containers weight.
314 */
315void
316fix_container (object *container)
317{
318 object *tmp = container->inv, *next;
319
320 container->inv = 0;
321 while (tmp)
322 {
323 next = tmp->below;
324 if (tmp->inv)
325 fix_container (tmp);
326
327 insert_ob_in_ob (tmp, container);
328 tmp = next;
329 }
330
331 /* sum_weight will go through and calculate what all the containers are
332 * carrying.
333 */
334 sum_weight (container);
335}
336 220
337void 221void
338maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
339{ 223{
340 if (!spaces) 224 if (!spaces)
342 226
343 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
344 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
345 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
346} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
347 259
348/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
349 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
350 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
351 * they are saved). 263 * they are saved).
379 op = op->above; 291 op = op->above;
380 } 292 }
381 } 293 }
382} 294}
383 295
296//-GPL
297
384/* 298/*
385 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
386 * file pointer. 300 * file pointer.
387 */ 301 */
388bool 302bool
389maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
390{ 304{
391 for (;;) 305 for (;;)
392 { 306 {
393 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
394 308
395 switch (f.kw) 309 switch (f.kw)
396 { 310 {
397 case KW_arch: 311 case KW_arch:
398 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
399 { 313 {
314 // TODO: why?
400 if (op->inv) 315 if (op->inv)
401 sum_weight (op); 316 op->update_weight ();
402 317
403 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
404 } 341 }
405 342
406 continue; 343 continue;
407 344
408 case KW_EOF: 345 case KW_EOF:
421} 358}
422 359
423void 360void
424maptile::activate () 361maptile::activate ()
425{ 362{
426 active = true;
427
428 if (spaces) 363 if (spaces)
429 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
430 for (object *op = ms->bot; op; op = op->above) 365 for (object *op = ms->bot; op; op = op->above)
431 op->activate_recursive (); 366 op->activate_recursive ();
432} 367}
433 368
434void 369void
435maptile::deactivate () 370maptile::deactivate ()
436{ 371{
437 active = false;
438
439 if (spaces) 372 if (spaces)
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 374 for (object *op = ms->bot; op; op = op->above)
442 op->deactivate_recursive (); 375 op->deactivate_recursive ();
443} 376}
453 if (!spaces) 386 if (!spaces)
454 return false; 387 return false;
455 388
456 for (int i = 0; i < size (); ++i) 389 for (int i = 0; i < size (); ++i)
457 { 390 {
458 int unique = 0; 391 bool unique = 0;
392
459 for (object *op = spaces [i].bot; op; op = op->above) 393 for (object *op = spaces [i].bot; op; op = op->above)
460 { 394 {
461 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
462 unique = 1;
463 396
464 if (!op->can_map_save ()) 397 if (expect_false (!op->can_map_save ()))
465 continue; 398 continue;
466 399
467 if (unique || op->flag [FLAG_UNIQUE]) 400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
468 { 401 {
469 if (flags & IO_UNIQUES) 402 if (flags & IO_UNIQUES)
470 op->write (f); 403 op->write (f);
471 } 404 }
472 else if (flags & IO_OBJECTS) 405 else if (expect_true (flags & IO_OBJECTS))
473 op->write (f); 406 op->write (f);
474 } 407 }
475 } 408 }
476 409
477 coroapi::cede_to_tick (); 410 coroapi::cede_to_tick ();
478 411
479 return true; 412 return true;
480} 413}
481 414
482bool 415bool
483maptile::_load_objects (const char *path, bool skip_header)
484{
485 object_thawer f (path);
486
487 if (!f)
488 return false;
489
490 f.next ();
491
492 if (skip_header)
493 for (;;)
494 {
495 keyword kw = f.kw;
496 f.skip ();
497 if (kw == KW_end)
498 break;
499 }
500
501 return _load_objects (f);
502}
503
504bool
505maptile::_save_objects (const char *path, int flags) 416maptile::_save_objects (const char *path, int flags)
506{ 417{
507 object_freezer freezer; 418 object_freezer freezer;
508 419
509 if (!_save_objects (freezer, flags)) 420 if (!_save_objects (freezer, flags))
510 return false; 421 return false;
511 422
512 return freezer.save (path); 423 return freezer.save (path);
513} 424}
514 425
515maptile::maptile () 426void
427maptile::init ()
516{ 428{
517 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
518 430
519 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
520 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
521 */ 433 */
522 width = 16; 434 width = 16;
523 height = 16; 435 height = 16;
524 timeout = 300; 436 timeout = 300;
525 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
526 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
527}
528
529maptile::maptile (int w, int h)
530{
531 in_memory = MAP_SWAPPED;
532
533 width = w;
534 height = h;
535 reset_timeout = 0; 439 reset_timeout = 0;
536 timeout = 300;
537 enter_x = 0; 440 enter_x = 0;
538 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
539 455
540 alloc (); 456 alloc ();
541} 457}
542 458
543/* 459/*
551 if (spaces) 467 if (spaces)
552 return; 468 return;
553 469
554 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
555} 471}
472
473//+GPL
556 474
557/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
558 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
559 * at a later date. 477 * at a later date.
560 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
637 return items; 555 return items;
638} 556}
639 557
640/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
641 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
642static void 560static const char *
643print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
644{ 562{
645 int i; 563 static dynbuf_text buf; buf.clear ();
646 char tmp[MAX_BUF]; 564 bool first = true;
647 565
648 strcpy (output_string, "");
649 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
650 { 567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
651 if (m->shopitems[i].typenum) 573 if (m->shopitems[i].typenum)
652 { 574 {
653 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
654 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 576 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
655 else 577 else
656 sprintf (tmp, "%s;", m->shopitems[i].name); 578 buf.printf ("%s", m->shopitems[i].name);
657 } 579 }
658 else 580 else
659 { 581 {
660 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
661 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 583 buf.printf ("*:%d", m->shopitems[i].strength);
662 else 584 else
663 sprintf (tmp, "*"); 585 buf.printf ("*");
664 } 586 }
665
666 strcat (output_string, tmp);
667 } 587 }
588
589 return buf;
668} 590}
591
592//-GPL
669 593
670/* This loads the header information of the map. The header 594/* This loads the header information of the map. The header
671 * contains things like difficulty, size, timeout, etc. 595 * contains things like difficulty, size, timeout, etc.
672 * this used to be stored in the map object, but with the 596 * this used to be stored in the map object, but with the
673 * addition of tiling, fields beyond that easily named in an 597 * addition of tiling, fields beyond that easily named in an
681bool 605bool
682maptile::_load_header (object_thawer &thawer) 606maptile::_load_header (object_thawer &thawer)
683{ 607{
684 for (;;) 608 for (;;)
685 { 609 {
686 thawer.next ();
687
688 switch (thawer.kw) 610 switch (thawer.kw)
689 { 611 {
690 case KW_msg: 612 case KW_msg:
691 thawer.get_ml (KW_endmsg, msg); 613 thawer.get_ml (KW_endmsg, msg);
692 break; 614 break;
716 case KW_shopgreed: thawer.get (shopgreed); break; 638 case KW_shopgreed: thawer.get (shopgreed); break;
717 case KW_shopmin: thawer.get (shopmin); break; 639 case KW_shopmin: thawer.get (shopmin); break;
718 case KW_shopmax: thawer.get (shopmax); break; 640 case KW_shopmax: thawer.get (shopmax); break;
719 case KW_shoprace: thawer.get (shoprace); break; 641 case KW_shoprace: thawer.get (shoprace); break;
720 case KW_outdoor: thawer.get (outdoor); break; 642 case KW_outdoor: thawer.get (outdoor); break;
721 case KW_temp: thawer.get (temp); break;
722 case KW_pressure: thawer.get (pressure); break;
723 case KW_humid: thawer.get (humid); break;
724 case KW_windspeed: thawer.get (windspeed); break;
725 case KW_winddir: thawer.get (winddir); break;
726 case KW_sky: thawer.get (sky); break;
727 643
728 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
729 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
730 case KW_no_reset: thawer.get (no_reset); break; 646 case KW_no_reset: thawer.get (no_reset); break;
647 case KW_no_drop: thawer.get (no_drop); break;
731 648
732 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: thawer.get (default_region); break;
733 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
734 651
735 // old names new names 652 // old names new names
736 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 653 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
737 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
747 case KW_tile_path_2: thawer.get (tile_path [1]); break; 664 case KW_tile_path_2: thawer.get (tile_path [1]); break;
748 case KW_tile_path_3: thawer.get (tile_path [2]); break; 665 case KW_tile_path_3: thawer.get (tile_path [2]); break;
749 case KW_tile_path_4: thawer.get (tile_path [3]); break; 666 case KW_tile_path_4: thawer.get (tile_path [3]); break;
750 667
751 case KW_ERROR: 668 case KW_ERROR:
752 set_key (thawer.kw_str, thawer.value); 669 set_key_text (thawer.kw_str, thawer.value);
753 break; 670 break;
754 671
755 case KW_end: 672 case KW_end:
673 thawer.next ();
756 return true; 674 return true;
757 675
758 default: 676 default:
759 if (!thawer.parse_error ("map", 0)) 677 if (!thawer.parse_error ("map"))
760 return false; 678 return false;
761 break; 679 break;
762 } 680 }
681
682 thawer.next ();
763 } 683 }
764 684
765 abort (); 685 abort ();
766} 686}
767 687
768bool 688//+GPL
769maptile::_load_header (const char *path)
770{
771 object_thawer thawer (path);
772
773 if (!thawer)
774 return false;
775
776 return _load_header (thawer);
777}
778 689
779/****************************************************************************** 690/******************************************************************************
780 * This is the start of unique map handling code 691 * This is the start of unique map handling code
781 *****************************************************************************/ 692 *****************************************************************************/
782 693
789 int unique = 0; 700 int unique = 0;
790 for (object *op = spaces [i].bot; op; ) 701 for (object *op = spaces [i].bot; op; )
791 { 702 {
792 object *above = op->above; 703 object *above = op->above;
793 704
794 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
795 unique = 1; 706 unique = 1;
796 707
797 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
798 {
799 op->destroy_inv (false);
800 op->destroy (); 709 op->destroy ();
801 }
802 710
803 op = above; 711 op = above;
804 } 712 }
805 } 713 }
806} 714}
807 715
716//-GPL
717
808bool 718bool
809maptile::_save_header (object_freezer &freezer) 719maptile::_save_header (object_freezer &freezer)
810{ 720{
811#define MAP_OUT(k) freezer.put (KW_ ## k, k) 721#define MAP_OUT(k) freezer.put (KW(k), k)
812#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 722#define MAP_OUT2(k,v) freezer.put (KW(k), v)
813 723
814 MAP_OUT2 (arch, "map"); 724 MAP_OUT2 (arch, CS(map));
815 725
816 if (name) MAP_OUT (name); 726 if (name) MAP_OUT (name);
817 MAP_OUT (swap_time); 727 MAP_OUT (swap_time);
818 MAP_OUT (reset_time); 728 MAP_OUT (reset_time);
819 MAP_OUT (reset_timeout); 729 MAP_OUT (reset_timeout);
820 MAP_OUT (fixed_resettime); 730 MAP_OUT (fixed_resettime);
821 MAP_OUT (no_reset); 731 MAP_OUT (no_reset);
732 MAP_OUT (no_drop);
822 MAP_OUT (difficulty); 733 MAP_OUT (difficulty);
823
824 if (default_region) MAP_OUT2 (region, default_region->name); 734 if (default_region) MAP_OUT2 (region, default_region->name);
825 735
826 if (shopitems) 736 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
827 {
828 char shop[MAX_BUF];
829 print_shop_string (this, shop);
830 MAP_OUT2 (shopitems, shop);
831 }
832
833 MAP_OUT (shopgreed); 737 MAP_OUT (shopgreed);
834 MAP_OUT (shopmin); 738 MAP_OUT (shopmin);
835 MAP_OUT (shopmax); 739 MAP_OUT (shopmax);
836 if (shoprace) MAP_OUT (shoprace); 740 if (shoprace) MAP_OUT (shoprace);
837 MAP_OUT (darkness); 741
838 MAP_OUT (width); 742 MAP_OUT (width);
839 MAP_OUT (height); 743 MAP_OUT (height);
840 MAP_OUT (enter_x); 744 MAP_OUT (enter_x);
841 MAP_OUT (enter_y); 745 MAP_OUT (enter_y);
842 746 MAP_OUT (darkness);
843 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
844 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
845
846 MAP_OUT (outdoor); 747 MAP_OUT (outdoor);
847 MAP_OUT (temp); 748
848 MAP_OUT (pressure); 749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
849 MAP_OUT (humid); 750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
850 MAP_OUT (windspeed);
851 MAP_OUT (winddir);
852 MAP_OUT (sky);
853 751
854 MAP_OUT (per_player); 752 MAP_OUT (per_player);
855 MAP_OUT (per_party); 753 MAP_OUT (per_party);
856 754
857 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
858 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
859 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
860 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
861 759
862 freezer.put (this); 760 freezer.put (this);
863 freezer.put (KW_end); 761 freezer.put (KW(end));
864 762
865 return true; 763 return true;
866} 764}
867 765
868bool 766bool
874 return false; 772 return false;
875 773
876 return freezer.save (path); 774 return freezer.save (path);
877} 775}
878 776
777//+GPL
778
879/* 779/*
880 * Remove and free all objects in the given map. 780 * Remove and free all objects in the given map.
881 */ 781 */
882void 782void
883maptile::clear () 783maptile::clear ()
884{ 784{
885 sfree (regions, size ()); regions = 0;
886 delete [] regionmap; regionmap = 0;
887
888 if (spaces) 785 if (spaces)
889 { 786 {
890 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 787 for (mapspace *ms = spaces + size (); ms-- > spaces; )
891 while (object *op = ms->bot) 788 while (object *op = ms->bot)
892 { 789 {
790 // manually remove, as to not trigger anything
791 if (ms->bot = op->above)
792 ms->bot->below = 0;
793
794 op->flag [FLAG_REMOVED] = true;
795
893 op = op->head_ (); 796 object *head = op->head_ ();
894 op->destroy_inv (false); 797 if (op == head)
895 op->destroy (); 798 op->destroy ();
799 else if (head->map != op->map)
800 {
801 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
802 head->destroy ();
803 }
896 } 804 }
897 805
898 sfree (spaces, size ()), spaces = 0; 806 sfree0 (spaces, size ());
899 } 807 }
900 808
901 if (buttons) 809 if (buttons)
902 free_objectlinkpt (buttons), buttons = 0; 810 free_objectlinkpt (buttons), buttons = 0;
811
812 sfree0 (regions, size ());
813 delete [] regionmap; regionmap = 0;
903} 814}
904 815
905void 816void
906maptile::clear_header () 817maptile::clear_header ()
907{ 818{
940 851
941 clear (); 852 clear ();
942} 853}
943 854
944/* decay and destroy perishable items in a map */ 855/* decay and destroy perishable items in a map */
856// TODO: should be done regularly, not on map load?
945void 857void
946maptile::do_decay_objects () 858maptile::do_decay_objects ()
947{ 859{
948 if (!spaces) 860 if (!spaces)
949 return; 861 return;
951 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
952 for (object *above, *op = ms->bot; op; op = above) 864 for (object *above, *op = ms->bot; op; op = above)
953 { 865 {
954 above = op->above; 866 above = op->above;
955 867
868 // do not decay anything above unique floor tiles (yet :)
869 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
870 break;
871
956 bool destroy = 0; 872 bool destroy = 0;
957 873
958 // do not decay anything above unique floor tiles (yet :) 874 if (op->flag [FLAG_IS_FLOOR]
959 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 875 || op->flag [FLAG_OBJ_ORIGINAL]
960 break; 876 || op->flag [FLAG_UNIQUE]
961 877 || op->flag [FLAG_OVERLAY_FLOOR]
962 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 878 || op->flag [FLAG_UNPAID]
963 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
964 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
965 || QUERY_FLAG (op, FLAG_UNIQUE)
966 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
967 || QUERY_FLAG (op, FLAG_UNPAID)
968 || op->is_alive ()) 879 || op->is_alive ())
969 ; // do not decay 880 ; // do not decay
970 else if (op->is_weapon ()) 881 else if (op->is_weapon ())
971 { 882 {
972 op->stats.dam--; 883 op->stats.dam--;
997 || mat & M_LIQUID 908 || mat & M_LIQUID
998 || (mat & M_IRON && rndm (1, 5) == 1) 909 || (mat & M_IRON && rndm (1, 5) == 1)
999 || (mat & M_GLASS && rndm (1, 2) == 1) 910 || (mat & M_GLASS && rndm (1, 2) == 1)
1000 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
1001 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
1002 || (mat & M_ICE && temp > 32)) 913 //|| (mat & M_ICE && temp > 32)
914 )
1003 destroy = 1; 915 destroy = 1;
1004 } 916 }
1005 917
1006 /* adjust overall chance below */ 918 /* adjust overall chance below */
1007 if (destroy && rndm (0, 1)) 919 if (destroy && rndm (0, 1))
1008 op->destroy (); 920 op->destroy ();
1009 }
1010}
1011
1012/*
1013 * Updates every button on the map (by calling update_button() for them).
1014 */
1015void
1016maptile::update_buttons ()
1017{
1018 for (oblinkpt *obp = buttons; obp; obp = obp->next)
1019 for (objectlink *ol = obp->link; ol; ol = ol->next)
1020 {
1021 if (!ol->ob)
1022 {
1023 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
1024 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
1025 continue;
1026 }
1027
1028 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1029 {
1030 update_button (ol->ob);
1031 break;
1032 }
1033 } 921 }
1034} 922}
1035 923
1036/* 924/*
1037 * This routine is supposed to find out the difficulty of the map. 925 * This routine is supposed to find out the difficulty of the map.
1038 * difficulty does not have a lot to do with character level, 926 * difficulty does not have a lot to do with character level,
1039 * but does have a lot to do with treasure on the map. 927 * but does have a lot to do with treasure on the map.
1040 * 928 *
1041 * Difficulty can now be set by the map creature. If the value stored 929 * Difficulty can now be set by the map creator. If the value stored
1042 * in the map is zero, then use this routine. Maps should really 930 * in the map is zero, then use this routine. Maps should really
1043 * have a difficulty set than using this function - human calculation 931 * have a difficulty set rather than using this function - human calculation
1044 * is much better than this functions guesswork. 932 * is much better than this function's guesswork.
1045 */ 933 */
1046int 934int
1047maptile::estimate_difficulty () const 935maptile::estimate_difficulty () const
1048{ 936{
1049 long monster_cnt = 0; 937 long monster_cnt = 0;
1051 sint64 total_exp = 0; 939 sint64 total_exp = 0;
1052 940
1053 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1054 for (object *op = ms->bot; op; op = op->above) 942 for (object *op = ms->bot; op; op = op->above)
1055 { 943 {
1056 if (QUERY_FLAG (op, FLAG_MONSTER)) 944 if (op->flag [FLAG_MONSTER])
1057 { 945 {
1058 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
1059 monster_cnt++; 947 monster_cnt++;
1060 } 948 }
1061 949
1062 if (QUERY_FLAG (op, FLAG_GENERATOR)) 950 if (op->flag [FLAG_GENERATOR])
1063 { 951 {
1064 total_exp += op->stats.exp; 952 total_exp += op->stats.exp;
1065 953
1066 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 954 if (archetype *at = op->other_arch)
955 {
1067 total_exp += at->stats.exp * 8; 956 total_exp += at->stats.exp * 8;
1068
1069 monster_cnt++; 957 monster_cnt++;
958 }
959
960 for (object *inv = op->inv; inv; inv = inv->below)
961 {
962 total_exp += op->stats.exp * 8;
963 monster_cnt++;
964 }
1070 } 965 }
1071 } 966 }
1072 967
1073 avgexp = (double) total_exp / monster_cnt; 968 avgexp = (double) total_exp / monster_cnt;
1074 969
1087 * postive values make it darker, negative make it brighter 982 * postive values make it darker, negative make it brighter
1088 */ 983 */
1089int 984int
1090maptile::change_map_light (int change) 985maptile::change_map_light (int change)
1091{ 986{
1092 int new_level = darkness + change;
1093
1094 /* Nothing to do */ 987 /* Nothing to do */
1095 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 988 if (!change)
1096 return 0; 989 return 0;
1097 990
1098 /* inform all players on the map */ 991 /* inform all players on the map */
1099 if (change > 0) 992 if (change > 0)
1100 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 993 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1101 else 994 else
1102 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 995 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1103 996
1104 /* Do extra checking. since darkness is a unsigned value, 997 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1105 * we need to be extra careful about negative values.
1106 * In general, the checks below are only needed if change
1107 * is not +/-1
1108 */
1109 if (new_level < 0)
1110 darkness = 0;
1111 else if (new_level >= MAX_DARKNESS)
1112 darkness = MAX_DARKNESS;
1113 else
1114 darkness = new_level;
1115 998
1116 /* All clients need to get re-updated for the change */ 999 /* All clients need to get re-updated for the change */
1117 update_all_map_los (this); 1000 update_all_map_los (this);
1001
1118 return 1; 1002 return 1;
1119} 1003}
1120 1004
1121/* 1005/*
1122 * This function updates various attributes about a specific space 1006 * This function updates various attributes about a specific space
1125 * through, etc) 1009 * through, etc)
1126 */ 1010 */
1127void 1011void
1128mapspace::update_ () 1012mapspace::update_ ()
1129{ 1013{
1130 object *tmp, *last = 0; 1014 object *last = 0;
1131 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1015 uint8 flags = P_UPTODATE;
1016 sint8 light = 0;
1132 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1017 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 uint64_t volume = 0;
1019 uint32_t items = 0;
1020 object *anywhere = 0;
1021 uint8_t middle_visibility = 0;
1133 1022
1134 //object *middle = 0; 1023 //object *middle = 0;
1135 //object *top = 0; 1024 //object *top = 0;
1136 //object *floor = 0; 1025 //object *floor = 0;
1137 // this seems to generate better code than using locals, above 1026 // this seems to generate better code than using locals, above
1138 object *&top = faces_obj[0] = 0; 1027 object *&top = faces_obj[0] = 0;
1139 object *&middle = faces_obj[1] = 0; 1028 object *&middle = faces_obj[1] = 0;
1140 object *&floor = faces_obj[2] = 0; 1029 object *&floor = faces_obj[2] = 0;
1141 1030
1031 object::flags_t allflags; // all flags of all objects or'ed together
1032
1142 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1143 { 1034 {
1144 /* This could be made additive I guess (two lights better than 1035 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1145 * one). But if so, it shouldn't be a simple additive - 2
1146 * light bulbs do not illuminate twice as far as once since
1147 * it is a dissapation factor that is cubed.
1148 */
1149 if (tmp->glow_radius > light)
1150 light = tmp->glow_radius; 1036 light += tmp->glow_radius;
1151 1037
1152 /* This call is needed in order to update objects the player 1038 /* This call is needed in order to update objects the player
1153 * is standing in that have animations (ie, grass, fire, etc). 1039 * is standing in that have animations (ie, grass, fire, etc).
1154 * However, it also causes the look window to be re-drawn 1040 * However, it also causes the look window to be re-drawn
1155 * 3 times each time the player moves, because many of the 1041 * 3 times each time the player moves, because many of the
1156 * functions the move_player calls eventualy call this. 1042 * functions the move_player calls eventualy call this.
1157 * 1043 *
1158 * Always put the player down for drawing. 1044 * Always put the player down for drawing.
1159 */ 1045 */
1160 if (!tmp->invisible) 1046 if (expect_true (!tmp->invisible))
1161 { 1047 {
1162 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1163 top = tmp; 1049 top = tmp;
1164 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1165 { 1051 {
1166 /* If we got a floor, that means middle and top were below it, 1052 /* If we got a floor, that means middle and top were below it,
1167 * so should not be visible, so we clear them. 1053 * so should not be visible, so we clear them.
1168 */ 1054 */
1169 middle = 0; 1055 middle = 0;
1170 top = 0; 1056 top = 0;
1171 floor = tmp; 1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1172 } 1060 }
1173 /* Flag anywhere have high priority */ 1061 else
1174 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1175 { 1062 {
1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1068
1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1071 anywhere = tmp;
1072
1073 /* Find the highest visible face around. If equal
1074 * visibilities, we still want the one nearer to the
1075 * top
1076 */
1077 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 {
1079 middle_visibility = ::faces [tmp->face].visibility;
1176 middle = tmp; 1080 middle = tmp;
1177 anywhere = 1; 1081 }
1178 } 1082 }
1179 /* Find the highest visible face around. If equal
1180 * visibilities, we still want the one nearer to the
1181 * top
1182 */
1183 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1184 middle = tmp;
1185 }
1186
1187 if (tmp == tmp->above)
1188 {
1189 LOG (llevError, "Error in structure of map\n");
1190 exit (-1);
1191 } 1083 }
1192 1084
1193 move_slow |= tmp->move_slow; 1085 move_slow |= tmp->move_slow;
1194 move_block |= tmp->move_block; 1086 move_block |= tmp->move_block;
1195 move_on |= tmp->move_on; 1087 move_on |= tmp->move_on;
1196 move_off |= tmp->move_off; 1088 move_off |= tmp->move_off;
1197 move_allow |= tmp->move_allow; 1089 move_allow |= tmp->move_allow;
1198 1090
1199 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1091 allflags |= tmp->flag;
1200 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1092
1201 if (tmp->type == PLAYER) flags |= P_PLAYER; 1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1202 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1094 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1203 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1204 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1205 } 1095 }
1206 1096
1207 this->light = light; 1097 // FLAG_SEE_ANYWHERE takes precedence
1098 if (anywhere)
1099 middle = anywhere;
1100
1101 // ORing all flags together and checking them here is much faster
1102 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1106
1107 this->light = min (light, MAX_LIGHT_RADIUS);
1208 this->flags_ = flags; 1108 this->flags_ = flags;
1209 this->move_block = move_block & ~move_allow; 1109 this->move_block = move_block & ~move_allow;
1210 this->move_on = move_on; 1110 this->move_on = move_on;
1211 this->move_off = move_off; 1111 this->move_off = move_off;
1212 this->move_slow = move_slow; 1112 this->move_slow = move_slow;
1113 this->volume_ = (volume + 1023) / 1024;
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1213 1115
1214 /* At this point, we have a floor face (if there is a floor), 1116 /* At this point, we have a floor face (if there is a floor),
1215 * and the floor is set - we are not going to touch it at 1117 * and the floor is set - we are not going to touch it at
1216 * this point. 1118 * this point.
1217 * middle contains the highest visibility face. 1119 * middle contains the highest visibility face.
1232 * 1) top face is set, need middle to be set. 1134 * 1) top face is set, need middle to be set.
1233 * 2) middle is set, need to set top. 1135 * 2) middle is set, need to set top.
1234 * 3) neither middle or top is set - need to set both. 1136 * 3) neither middle or top is set - need to set both.
1235 */ 1137 */
1236 1138
1237 for (tmp = last; tmp; tmp = tmp->below) 1139 for (object *tmp = last; tmp; tmp = tmp->below)
1238 { 1140 {
1239 /* Once we get to a floor, stop, since we already have a floor object */ 1141 /* Once we get to a floor, stop, since we already have a floor object */
1240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1142 if (tmp->flag [FLAG_IS_FLOOR])
1241 break; 1143 break;
1242 1144
1243 /* If two top faces are already set, quit processing */ 1145 /* If two top faces are already set, quit processing */
1244 if (top && middle) 1146 if (top && middle)
1245 break; 1147 break;
1283 faces_obj [1] = middle; 1185 faces_obj [1] = middle;
1284 faces_obj [2] = floor; 1186 faces_obj [2] = floor;
1285#endif 1187#endif
1286} 1188}
1287 1189
1288uint64 1190maptile *
1289mapspace::volume () const 1191maptile::tile_available (int dir, bool load)
1290{ 1192{
1291 uint64 vol = 0; 1193 if (tile_path[dir])
1292
1293 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1294 vol += op->volume ();
1295
1296 return vol;
1297}
1298
1299/* this updates the orig_map->tile_map[tile_num] value after finding
1300 * the map. It also takes care of linking back the freshly found
1301 * maps tile_map values if it tiles back to this one. It returns
1302 * the value of orig_map->tile_map[tile_num].
1303 */
1304static inline maptile *
1305find_and_link (maptile *orig_map, int tile_num)
1306{
1307 maptile *mp = orig_map->tile_map [tile_num];
1308
1309 if (!mp)
1310 {
1311 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1312
1313 if (!mp)
1314 {
1315 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1316 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1317 &orig_map->tile_path[tile_num], &orig_map->path);
1318 mp = new maptile (1, 1);
1319 mp->alloc ();
1320 mp->in_memory = MAP_IN_MEMORY;
1321 }
1322 } 1194 {
1195 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1196 return tile_map[dir];
1323 1197
1324 int dest_tile = (tile_num + 2) % 4; 1198 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1199 return tile_map[dir];
1200 }
1325 1201
1326 orig_map->tile_map [tile_num] = mp;
1327
1328 // optimisation: back-link map to origin map if euclidean
1329 //TODO: non-euclidean maps MUST GO
1330 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1331 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1332
1333 return mp; 1202 return 0;
1334}
1335
1336static inline void
1337load_and_link (maptile *orig_map, int tile_num)
1338{
1339 find_and_link (orig_map, tile_num)->load_sync ();
1340} 1203}
1341 1204
1342/* this returns TRUE if the coordinates (x,y) are out of 1205/* this returns TRUE if the coordinates (x,y) are out of
1343 * map m. This function also takes into account any 1206 * map m. This function also takes into account any
1344 * tiling considerations, loading adjacant maps as needed. 1207 * tiling considerations, loading adjacant maps as needed.
1357 if (!m) 1220 if (!m)
1358 return 0; 1221 return 0;
1359 1222
1360 if (x < 0) 1223 if (x < 0)
1361 { 1224 {
1362 if (!m->tile_path[3]) 1225 if (!m->tile_available (3))
1363 return 1; 1226 return 1;
1364 1227
1365 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1366 find_and_link (m, 3);
1367
1368 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);
1369 } 1229 }
1370 1230
1371 if (x >= m->width) 1231 if (x >= m->width)
1372 { 1232 {
1373 if (!m->tile_path[1]) 1233 if (!m->tile_available (1))
1374 return 1; 1234 return 1;
1375 1235
1376 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1377 find_and_link (m, 1);
1378
1379 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);
1380 } 1237 }
1381 1238
1382 if (y < 0) 1239 if (y < 0)
1383 { 1240 {
1384 if (!m->tile_path[0]) 1241 if (!m->tile_available (0))
1385 return 1; 1242 return 1;
1386 1243
1387 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1388 find_and_link (m, 0);
1389
1390 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);
1391 } 1245 }
1392 1246
1393 if (y >= m->height) 1247 if (y >= m->height)
1394 { 1248 {
1395 if (!m->tile_path[2]) 1249 if (!m->tile_available (2))
1396 return 1; 1250 return 1;
1397
1398 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1399 find_and_link (m, 2);
1400 1251
1401 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);
1402 } 1253 }
1403 1254
1404 /* Simple case - coordinates are within this local 1255 /* Simple case - coordinates are within this local
1418maptile * 1269maptile *
1419maptile::xy_find (sint16 &x, sint16 &y) 1270maptile::xy_find (sint16 &x, sint16 &y)
1420{ 1271{
1421 if (x < 0) 1272 if (x < 0)
1422 { 1273 {
1423 if (!tile_path[3]) 1274 if (!tile_available (3))
1424 return 0; 1275 return 0;
1425 1276
1426 find_and_link (this, 3);
1427 x += tile_map[3]->width; 1277 x += tile_map[3]->width;
1428 return tile_map[3]->xy_find (x, y); 1278 return tile_map[3]->xy_find (x, y);
1429 } 1279 }
1430 1280
1431 if (x >= width) 1281 if (x >= width)
1432 { 1282 {
1433 if (!tile_path[1]) 1283 if (!tile_available (1))
1434 return 0; 1284 return 0;
1435 1285
1436 find_and_link (this, 1);
1437 x -= width; 1286 x -= width;
1438 return tile_map[1]->xy_find (x, y); 1287 return tile_map[1]->xy_find (x, y);
1439 } 1288 }
1440 1289
1441 if (y < 0) 1290 if (y < 0)
1442 { 1291 {
1443 if (!tile_path[0]) 1292 if (!tile_available (0))
1444 return 0; 1293 return 0;
1445 1294
1446 find_and_link (this, 0);
1447 y += tile_map[0]->height; 1295 y += tile_map[0]->height;
1448 return tile_map[0]->xy_find (x, y); 1296 return tile_map[0]->xy_find (x, y);
1449 } 1297 }
1450 1298
1451 if (y >= height) 1299 if (y >= height)
1452 { 1300 {
1453 if (!tile_path[2]) 1301 if (!tile_available (2))
1454 return 0; 1302 return 0;
1455 1303
1456 find_and_link (this, 2);
1457 y -= height; 1304 y -= height;
1458 return tile_map[2]->xy_find (x, y); 1305 return tile_map[2]->xy_find (x, y);
1459 } 1306 }
1460 1307
1461 /* Simple case - coordinates are within this local 1308 /* Simple case - coordinates are within this local
1472adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1473{ 1320{
1474 if (!map1 || !map2) 1321 if (!map1 || !map2)
1475 return 0; 1322 return 0;
1476 1323
1477 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1478 //fix: compare paths instead (this is likely faster, too!) 1325 //fix: compare paths instead (this is likely faster, too!)
1479 if (map1 == map2) 1326 if (map1 == map2)
1480 { 1327 {
1481 *dx = 0; 1328 *dx = 0;
1482 *dy = 0; 1329 *dy = 0;
1583 * 1430 *
1584 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
1585 * closest body part of 'op1' 1432 * closest body part of 'op1'
1586 */ 1433 */
1587void 1434void
1588get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1589{ 1436{
1590 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))
1591 { 1438 {
1592 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1593 retval->distance = 10000; 1440 retval->distance = 10000;
1594 retval->distance_x = 10000; 1441 retval->distance_x = 10000;
1595 retval->distance_y = 10000; 1442 retval->distance_y = 10000;
1596 retval->direction = 0; 1443 retval->direction = 0;
1597 retval->part = 0; 1444 retval->part = 0;
1598 } 1445 }
1599 else 1446 else
1600 { 1447 {
1601 object *best;
1602
1603 retval->distance_x += op2->x - op1->x; 1448 retval->distance_x += op2->x - op1->x;
1604 retval->distance_y += op2->y - op1->y; 1449 retval->distance_y += op2->y - op1->y;
1605 1450
1606 best = op1; 1451 object *best = op1;
1452
1607 /* If this is multipart, find the closest part now */ 1453 /* If this is multipart, find the closest part now */
1608 if (!(flags & 0x1) && op1->more) 1454 if (!(flags & 1) && op1->more)
1609 { 1455 {
1610 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1456 int best_distance = idistance (retval->distance_x, retval->distance_y);
1611 1457
1612 /* we just take the offset of the piece to head to figure 1458 /* we just take the offset of the piece to head to figure
1613 * distance instead of doing all that work above again 1459 * distance instead of doing all that work above again
1614 * since the distance fields we set above are positive in the 1460 * since the distance fields we set above are positive in the
1615 * same axis as is used for multipart objects, the simply arithmetic 1461 * same axis as is used for multipart objects, the simply arithmetic
1616 * below works. 1462 * below works.
1617 */ 1463 */
1618 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1619 { 1465 {
1620 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1466 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1621 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1467
1622 if (tmpi < best_distance) 1468 if (tmpi < best_distance)
1623 { 1469 {
1624 best_distance = tmpi; 1470 best_distance = tmpi;
1625 best = tmp; 1471 best = tmp;
1626 } 1472 }
1627 } 1473 }
1628 1474
1629 if (best != op1) 1475 if (best != op1)
1630 { 1476 {
1631 retval->distance_x += op1->x - best->x; 1477 retval->distance_x += op1->x - best->x;
1632 retval->distance_y += op1->y - best->y; 1478 retval->distance_y += op1->y - best->y;
1633 } 1479 }
1634 } 1480 }
1635 1481
1636 retval->part = best; 1482 retval->part = best;
1637 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1483 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1638 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1639 } 1485 }
1640} 1486}
1641 1487
1642/* this is basically the same as get_rangevector above, but instead of 1488/* this is basically the same as get_rangevector above, but instead of
1643 * the first parameter being an object, it instead is the map 1489 * the first parameter being an object, it instead is the map
1653get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1499get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1654{ 1500{
1655 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1656 { 1502 {
1657 /* be conservative and fill in _some_ data */ 1503 /* be conservative and fill in _some_ data */
1658 retval->distance = 100000; 1504 retval->distance = 100000;
1659 retval->distance_x = 32767; 1505 retval->distance_x = 32767;
1660 retval->distance_y = 32767; 1506 retval->distance_y = 32767;
1661 retval->direction = 0; 1507 retval->direction = 0;
1662 retval->part = 0; 1508 retval->part = 0;
1663 } 1509 }
1664 else 1510 else
1665 { 1511 {
1666 retval->distance_x += op2->x - x; 1512 retval->distance_x += op2->x - x;
1667 retval->distance_y += op2->y - y; 1513 retval->distance_y += op2->y - y;
1668 1514
1669 retval->part = NULL; 1515 retval->part = 0;
1670 retval->distance = idistance (retval->distance_x, retval->distance_y); 1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1671 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1672 } 1518 }
1673} 1519}
1674 1520
1675/* Returns true of op1 and op2 are effectively on the same map 1521/* Returns true of op1 and op2 are effectively on the same map
1676 * (as related to map tiling). Note that this looks for a path from 1522 * (as related to map tiling). Note that this looks for a path from
1686 int dx, dy; 1532 int dx, dy;
1687 1533
1688 return adjacent_map (op1->map, op2->map, &dx, &dy); 1534 return adjacent_map (op1->map, op2->map, &dx, &dy);
1689} 1535}
1690 1536
1537//-GPL
1538
1691object * 1539object *
1692maptile::insert (object *op, int x, int y, object *originator, int flags) 1540maptile::insert (object *op, int x, int y, object *originator, int flags)
1693{ 1541{
1694 if (!op->flag [FLAG_REMOVED])
1695 op->remove ();
1696
1697 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1542 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1698} 1543}
1699 1544
1700region * 1545region *
1701maptile::region (int x, int y) const 1546maptile::region (int x, int y) const
1710 return default_region; 1555 return default_region;
1711 1556
1712 return ::region::default_region (); 1557 return ::region::default_region ();
1713} 1558}
1714 1559
1560//+GPL
1561
1715/* picks a random object from a style map. 1562/* picks a random object from a style map.
1716 * Redone by MSW so it should be faster and not use static
1717 * variables to generate tables.
1718 */ 1563 */
1719object * 1564object *
1720maptile::pick_random_object () const 1565maptile::pick_random_object (rand_gen &gen) const
1721{ 1566{
1722 /* while returning a null object will result in a crash, that 1567 /* while returning a null object will result in a crash, that
1723 * is actually preferable to an infinite loop. That is because 1568 * is actually preferable to an infinite loop. That is because
1724 * most servers will automatically restart in case of crash. 1569 * most servers will automatically restart in case of crash.
1725 * Change the logic on getting the random space - shouldn't make 1570 * Change the logic on getting the random space - shouldn't make
1726 * any difference, but this seems clearer to me. 1571 * any difference, but this seems clearer to me.
1727 */ 1572 */
1728 for (int i = 1000; --i;) 1573 for (int i = 1000; --i;)
1729 { 1574 {
1730 object *pick = at (rndm (width), rndm (height)).bot; 1575 object *pick = at (gen (width), gen (height)).bot;
1731 1576
1732 // do not prefer big monsters just because they are big. 1577 // must be head: do not prefer big monsters just because they are big.
1733 if (pick && pick->head_ () == pick) 1578 if (pick && pick->is_head ())
1734 return pick->head_ (); 1579 return pick;
1735 } 1580 }
1736 1581
1737 // instead of crashing in the unlikely(?) case, try to return *something* 1582 // instead of crashing in the unlikely(?) case, try to return *something*
1738 return get_archetype ("blocked"); 1583 return archetype::find (shstr_bug);
1739} 1584}
1740 1585
1586//-GPL
1587
1588void
1589maptile::play_sound (faceidx sound, int x, int y) const
1590{
1591 if (!sound)
1592 return;
1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1610 for_all_players (pl)
1611 if (client *ns = pl->ns)
1612 {
1613 int dx = x - pl->ob->x;
1614 int dy = y - pl->ob->y;
1615
1616 int distance = idistance (dx, dy);
1617
1618 if (distance <= MAX_SOUND_DISTANCE)
1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1620 }
1621}
1622
1623dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1624
1625static void
1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1627{
1628 // clip to map to the left
1629 if (x0 < 0)
1630 {
1631 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1632 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1633
1634 if (x1 < 0) // entirely to the left
1635 return;
1636
1637 x0 = 0;
1638 }
1639
1640 // clip to map to the right
1641 if (x1 > m->width)
1642 {
1643 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1644 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1645
1646 if (x0 > m->width) // entirely to the right
1647 return;
1648
1649 x1 = m->width;
1650 }
1651
1652 // clip to map above
1653 if (y0 < 0)
1654 {
1655 if (maptile *tile = m->tile_available (TILE_UP, 1))
1656 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1657
1658 if (y1 < 0) // entirely above
1659 return;
1660
1661 y0 = 0;
1662 }
1663
1664 // clip to map below
1665 if (y1 > m->height)
1666 {
1667 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1668 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1669
1670 if (y0 > m->height) // entirely below
1671 return;
1672
1673 y1 = m->height;
1674 }
1675
1676 // if we get here, the rect is within the current map
1677 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1678
1679 r->m = m;
1680 r->x0 = x0;
1681 r->y0 = y0;
1682 r->x1 = x1;
1683 r->y1 = y1;
1684 r->dx = dx;
1685 r->dy = dy;
1686}
1687
1688maprect *
1689maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1690{
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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