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Comparing deliantra/server/common/map.C (file contents):
Revision 1.64 by root, Mon Jan 1 12:28:45 2007 UTC vs.
Revision 1.222 by root, Sat Dec 1 20:22:12 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 26#include <unistd.h>
29 27
28#include "global.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31//+GPL
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45 32
46/* 33sint8 maptile::outdoor_darkness;
47 * This function checks if a file with the given path exists.
48 * -1 is returned if it fails, otherwise the mode of the file
49 * is returned.
50 * It tries out all the compression suffixes listed in the uncomp[] array.
51 *
52 * If prepend_dir is set, then we call create_pathname (which prepends
53 * libdir & mapdir). Otherwise, we assume the name given is fully
54 * complete.
55 * Only the editor actually cares about the writablity of this -
56 * the rest of the code only cares that the file is readable.
57 * when the editor goes away, the call to stat should probably be
58 * replaced by an access instead (similar to the windows one, but
59 * that seems to be missing the prepend_dir processing
60 */
61int
62check_path (const char *name, int prepend_dir)
63{
64 char buf[MAX_BUF];
65
66 char *endbuf;
67 struct stat statbuf;
68 int mode = 0;
69
70 if (prepend_dir)
71 strcpy (buf, create_pathname (name));
72 else
73 strcpy (buf, name);
74
75 /* old method (strchr(buf, '\0')) seemd very odd to me -
76 * this method should be equivalant and is clearer.
77 * Can not use strcat because we need to cycle through
78 * all the names.
79 */
80 endbuf = buf + strlen (buf);
81
82 if (stat (buf, &statbuf))
83 return -1;
84 if (!S_ISREG (statbuf.st_mode))
85 return (-1);
86
87 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
88 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
89 mode |= 4;
90
91 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
92 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
93 mode |= 2;
94
95 return (mode);
96}
97 34
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
123 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
124} 61}
125 62
126/* 63/*
127 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
128 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
129 * multipart monsters - if we want to see if a 2x2 monster 66 * multipart monsters - if we want to see if a 2x2 monster
130 * can move 1 space to the left, we don't want its own area 67 * can move 1 space to the left, we don't want its own area
131 * to block it from moving there. 68 * to block it from moving there.
132 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
133 * monster. 70 * monster.
136 * by the caller. 73 * by the caller.
137 */ 74 */
138int 75int
139blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 77{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 79 * have already checked this.
146 */ 80 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 82 {
149 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
150 return 1; 84 return 1;
151 } 85 }
152 86
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
154 * directly.
155 */
156 mflags = m->at (sx, sy).flags ();
157 88
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
159 91
160 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 94 * things we need to do for players.
163 */ 95 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
165 return 0; 97 return 0;
166 98
167 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
173 */ 105 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 106 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 107 return 0;
176 108
177 if (ob->head != NULL)
178 ob = ob->head; 109 ob = ob->head_ ();
179 110
180 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
184 */ 115 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
186 { 117 {
187 118 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 { 119 {
191 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
192 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
193 * pass through this space. 122 return 1;
194 */ 123 else
195 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
196 { 127 {
197 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
198 return 1; 132 return 1;
199 else 133 }
200 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
201 } 143 }
202 else 144 else
203 { 145 return 1; // unconditional block
204 /* In this case, the player must not have the object - 146
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 147 } else {
214 { 148 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 150 // blocks anything
217 * movement, can't move here. 151
218 * second - if a monster, can't move there, unles it is a 152 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 153 && tmp->type != DOOR
220 */ 154 && tmp->head_ () != ob) //TODO: maybe move these check up?
221 if (OB_MOVE_BLOCK (ob, tmp))
222 return 1;
223 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
224 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
225 return 1; 155 return 1;
226 } 156 }
227
228 } 157 }
158
229 return 0; 159 return 0;
230} 160}
231 161
232
233/* 162/*
234 * Returns true if the given object can't fit in the given spot. 163 * Returns the blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 166 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
239 * 168 *
240 * While this doesn't call out of map, the get_map_flags does. 169 * While this doesn't call out of map, the get_map_flags does.
241 * 170 *
242 * This function has been used to deprecate arch_out_of_map - 171 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 172 * this function also does that check, and since in most cases,
254 * 183 *
255 * Note this used to be arch_blocked, but with new movement 184 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 185 * code, we need to have actual object to check its move_type
257 * against the move_block values. 186 * against the move_block values.
258 */ 187 */
259int 188bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 189object::blocked (maptile *m, int x, int y) const
261{ 190{
262 archetype *tmp; 191 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
263 int flag;
264 maptile *m1;
265 sint16 sx, sy;
266
267 if (!ob)
268 {
269 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
270 if (flag & P_OUT_OF_MAP)
271 return P_OUT_OF_MAP;
272
273 /* don't have object, so don't know what types would block */
274 return m1->at (sx, sy).move_block;
275 } 192 {
193 mapxy pos (m, x + tmp->x, y + tmp->y);
276 194
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 195 if (!pos.normalise ())
278 { 196 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 197
281 if (flag & P_OUT_OF_MAP) 198 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 199
283 if (flag & P_IS_ALIVE) 200 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 201 return 1;
285 202
286 mapspace &ms = m1->at (sx, sy); 203 /* However, often ob doesn't have any move type
287 204 * (signifying non-moving objects)
288 /* find_first_free_spot() calls this function. However, often
289 * ob doesn't have any move type (when used to place exits)
290 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 205 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 206 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 207 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 208 continue;
295 209
296 /* Note it is intentional that we check ob - the movement type of the 210 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 211 * head of the object should correspond for the entire object.
298 */ 212 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 213 if (ms.blocks (move_type))
300 return P_NO_PASS; 214 return 1;
301 } 215 }
302 216
303 return 0; 217 return 0;
304} 218}
305 219
306/* When the map is loaded, load_object does not actually insert objects 220//-GPL
307 * into inventory, but just links them. What this does is go through
308 * and insert them properly.
309 * The object 'container' is the object that contains the inventory.
310 * This is needed so that we can update the containers weight.
311 */
312void
313fix_container (object *container)
314{
315 object *tmp = container->inv, *next;
316
317 container->inv = 0;
318 while (tmp)
319 {
320 next = tmp->below;
321 if (tmp->inv)
322 fix_container (tmp);
323
324 insert_ob_in_ob (tmp, container);
325 tmp = next;
326 }
327
328 /* sum_weight will go through and calculate what all the containers are
329 * carrying.
330 */
331 sum_weight (container);
332}
333 221
334void 222void
335maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
336{ 224{
337 if (!spaces) 225 if (!spaces)
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
343} 231}
344 232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
260
345/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
346 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
347 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
348 * they are saved). We do have to look for the old maps that did save 264 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 265 */
351void 266void
352maptile::link_multipart_objects () 267maptile::link_multipart_objects ()
353{ 268{
354 if (!spaces) 269 if (!spaces)
355 return; 270 return;
356 271
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 272 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 273 {
274 object *op = ms->bot;
275 while (op)
359 { 276 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 277 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 278 if (op->head_ () == op && !op->more && op->arch->more)
364 {
365 /* If there is nothing more to this object, this for loop
366 * won't do anything.
367 */
368 archetype *at;
369 object *last, *op;
370 for (at = tmp->arch->more, last = tmp;
371 at;
372 at = at->more, last = op)
373 { 279 {
374 op = arch_to_object (at); 280 op->remove ();
281 op->expand_tail ();
375 282
376 /* update x,y coordinates */ 283 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 284 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 285 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
379 op->head = tmp;
380 op->map = this;
381 last->more = op;
382 op->name = tmp->name;
383 op->title = tmp->title;
384
385 /* we could link all the parts onto tmp, and then just
386 * call insert_ob_in_map once, but the effect is the same,
387 * as insert_ob_in_map will call itself with each part, and
388 * the coding is simpler to just to it here with each part.
389 */
390 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 286 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
287
288 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
289 // so we have to reset the iteration through the mapspace
391 } 290 }
291 else
292 op = op->above;
392 } 293 }
393
394 tmp = above;
395 } 294 }
396} 295}
296
297//-GPL
397 298
398/* 299/*
399 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 301 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 302 */
403bool 303bool
404maptile::load_objects (object_thawer &thawer) 304maptile::_load_objects (object_thawer &f)
405{ 305{
406 int unique; 306 for (;;)
407 object *op, *prev = NULL, *last_more = NULL, *otmp;
408
409 op = object::create ();
410 op->map = this; /* To handle buttons correctly */
411
412 while (int i = load_object (thawer, op, 0))
413 { 307 {
414 /* if the archetype for the object is null, means that we 308 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 309
416 * or editor will not be able to do anything with it either. 310 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 311 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 312 case KW_arch:
313 if (object *op = object::read (f, this))
314 {
315 // TODO: why?
316 if (op->inv)
317 {
318 op->carrying = 0;
319 op->update_weight ();
320 }
321
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 {
324 // we insert manually because
325 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that
327 // c) it's correct
328 mapspace &ms = at (op->x, op->y);
329
330 op->flag [FLAG_REMOVED] = false;
331
332 op->above = 0;
333 op->below = ms.top;
334
335 *(ms.top ? &ms.top->above : &ms.bot) = op;
336
337 ms.top = op;
338 ms.flags_ = 0;
339 }
340 else
341 {
342 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
343 op->destroy ();
344 }
345 }
346
421 continue; 347 continue;
422 }
423 348
424 switch (i)
425 {
426 case LL_NORMAL:
427 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD);
428
429 if (op->inv)
430 sum_weight (op);
431
432 prev = op, last_more = op;
433 break;
434
435 case LL_MORE: 349 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 350 return true;
437 op->head = prev, last_more->more = op, last_more = op; 351
352 default:
353 if (!f.parse_error ("map file"))
354 return false;
438 break; 355 break;
439 } 356 }
440 357
441 op = object::create (); 358 f.next ();
442 op->map = this;
443 }
444
445 op->destroy ();
446
447#if 0
448 for (i = 0; i < width; i++)
449 for (j = 0; j < height; j++)
450 {
451 unique = 0;
452 /* check for unique items, or unique squares */
453 for (otmp = GET_MAP_OB (m, i, j); otmp; otmp = otmp->above)
454 {
455 if (QUERY_FLAG (otmp, FLAG_UNIQUE) || QUERY_FLAG (otmp, FLAG_OBJ_SAVE_ON_OVL))
456 unique = 1;
457
458 if (!(mapflags & (MAP_OVERLAY | MAP_PLAYER_UNIQUE) || unique))
459 SET_FLAG (otmp, FLAG_OBJ_ORIGINAL);
460 }
461 } 359 }
462#endif
463 360
464 return true; 361 return true;
465} 362}
466 363
467void 364void
468maptile::activate () 365maptile::activate ()
469{ 366{
470 if (!spaces) 367 if (state != MAP_INACTIVE)
471 return; 368 return;
472 369
473 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
474 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
475 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
476} 377}
477 378
478void 379void
479maptile::deactivate () 380maptile::deactivate ()
480{ 381{
481 if (!spaces) 382 if (state != MAP_ACTIVE)
482 return; 383 return;
483 384
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
487} 390}
488 391
489bool 392bool
490maptile::save_objects (object_freezer &freezer, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
491{ 394{
395 coroapi::cede_to_tick ();
396
492 if (flags & IO_HEADER) 397 if (flags & IO_HEADER)
493 save_header (freezer); 398 _save_header (f);
494 399
495 if (!spaces) 400 if (!spaces)
496 return false; 401 return false;
497 402
498 for (int i = 0; i < size (); ++i) 403 for (int i = 0; i < size (); ++i)
499 { 404 {
500 int unique = 0; 405 bool unique = 0;
406
501 for (object *op = spaces [i].bot; op; op = op->above) 407 for (object *op = spaces [i].bot; op; op = op->above)
502 { 408 {
503 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
504 unique = 1;
505 410
506 if (!op->can_map_save ()) 411 if (expect_false (!op->can_map_save ()))
507 continue; 412 continue;
508 413
509 if (unique || op->flag [FLAG_UNIQUE]) 414 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
510 { 415 {
511 if (flags & IO_UNIQUES) 416 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 417 op->write (f);
513 } 418 }
514 else if (flags & IO_OBJECTS) 419 else if (expect_true (flags & IO_OBJECTS))
515 save_object (freezer, op, 1); 420 op->write (f);
516 } 421 }
517 } 422 }
518 423
424 coroapi::cede_to_tick ();
425
519 return true; 426 return true;
520} 427}
521 428
522bool 429bool
523maptile::load_objects (const char *path, bool skip_header) 430maptile::_save_objects (const char *path, int flags)
524{ 431{
525 object_thawer thawer (path); 432 object_freezer freezer;
526 433
527 if (!thawer) 434 if (!_save_objects (freezer, flags))
528 return false; 435 return false;
529 436
530 if (skip_header)
531 for (;;)
532 {
533 keyword kw = thawer.get_kv ();
534
535 if (kw == KW_end)
536 break;
537
538 thawer.skip_kv (kw);
539 }
540
541 return load_objects (thawer);
542}
543
544bool
545maptile::save_objects (const char *path, int flags)
546{
547 object_freezer freezer;
548
549 if (!save_objects (freezer, flags))
550 return false;
551
552 return freezer.save (path); 437 return freezer.save (path);
553} 438}
554 439
555maptile::maptile () 440void
441maptile::init ()
556{ 442{
557 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
558 444
559 /* The maps used to pick up default x and y values from the 445 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
561 */ 447 */
562 width = 16; 448 width = 16;
563 height = 16; 449 height = 16;
450 timeout = 300;
451 max_items = MAX_ITEM_PER_ACTION;
452 max_volume = 2000000; // 2m³
564 reset_timeout = 0; 453 reset_timeout = 0;
565 timeout = 300;
566 enter_x = 0; 454 enter_x = 0;
567 enter_y = 0; 455 enter_y = 0;
568} 456}
569 457
458maptile::maptile ()
459{
460 init ();
461}
462
570maptile::maptile (int w, int h) 463maptile::maptile (int w, int h)
571{ 464{
572 in_memory = MAP_SWAPPED; 465 init ();
573 466
574 width = w; 467 width = w;
575 height = h; 468 height = h;
576 reset_timeout = 0;
577 timeout = 300;
578 enter_x = 0;
579 enter_y = 0;
580 469
581 alloc (); 470 alloc ();
582} 471}
583 472
584/* 473/*
593 return; 482 return;
594 483
595 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
596} 485}
597 486
487//+GPL
488
598/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
599 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
600 * at a later date. 491 * at a later date.
601 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
602 */ 493 */
603static shopitems * 494static shopitems *
604parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
653 *q = '\0'; 544 *q = '\0';
654 545
655 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
656 if (current_type) 547 if (current_type)
657 { 548 {
658 items[i].name = current_type->name; 549 items[i].name = current_type->name;
659 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
660 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
661 } 552 }
662 else 553 else
663 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
664 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
665 */ 556 */
666 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
667 } 558 }
668 } 559 }
669 560
678 return items; 569 return items;
679} 570}
680 571
681/* opposite of parse string, this puts the string that was originally fed in to 572/* opposite of parse string, this puts the string that was originally fed in to
682 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
683static void 574static const char *
684print_shop_string (maptile *m, char *output_string) 575print_shop_string (maptile *m)
685{ 576{
686 int i; 577 static dynbuf_text buf; buf.clear ();
687 char tmp[MAX_BUF]; 578 bool first = true;
688 579
689 strcpy (output_string, "");
690 for (i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
691 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
692 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
693 { 588 {
694 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
695 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
696 else 591 else
697 sprintf (tmp, "%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
698 } 593 }
699 else 594 else
700 { 595 {
701 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
702 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
703 else 598 else
704 sprintf (tmp, "*"); 599 buf.printf ("*");
705 } 600 }
706
707 strcat (output_string, tmp);
708 } 601 }
602
603 return buf;
709} 604}
605
606//-GPL
710 607
711/* This loads the header information of the map. The header 608/* This loads the header information of the map. The header
712 * contains things like difficulty, size, timeout, etc. 609 * contains things like difficulty, size, timeout, etc.
713 * this used to be stored in the map object, but with the 610 * this used to be stored in the map object, but with the
714 * addition of tiling, fields beyond that easily named in an 611 * addition of tiling, fields beyond that easily named in an
718 * This could be done in lex (like the object loader), but I think 615 * This could be done in lex (like the object loader), but I think
719 * currently, there are few enough fields this is not a big deal. 616 * currently, there are few enough fields this is not a big deal.
720 * MSW 2001-07-01 617 * MSW 2001-07-01
721 */ 618 */
722bool 619bool
723maptile::load_header (object_thawer &thawer) 620maptile::_load_header (object_thawer &thawer)
724{ 621{
725 char buf[HUGE_BUF], msgbuf[HUGE_BUF], maplorebuf[HUGE_BUF], *key = NULL, *value, *end;
726 int msgpos = 0;
727 int maplorepos = 0;
728
729 for (;;) 622 for (;;)
730 { 623 {
731 keyword kw = thawer.get_kv ();
732
733 switch (kw) 624 switch (thawer.kw)
734 { 625 {
735 case KW_EOF:
736 LOG (llevError, "%s: end of file while reading map header, aborting header load.\n", &path);
737 return false;
738
739 case KW_end:
740 return true;
741
742 case KW_msg: 626 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
744 break; 628 break;
745 629
746 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
747 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
748 break; 632 break;
749 633
750 case KW_maplore: 634 case KW_maplore:
751 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
768 case KW_shopgreed: thawer.get (shopgreed); break; 652 case KW_shopgreed: thawer.get (shopgreed); break;
769 case KW_shopmin: thawer.get (shopmin); break; 653 case KW_shopmin: thawer.get (shopmin); break;
770 case KW_shopmax: thawer.get (shopmax); break; 654 case KW_shopmax: thawer.get (shopmax); break;
771 case KW_shoprace: thawer.get (shoprace); break; 655 case KW_shoprace: thawer.get (shoprace); break;
772 case KW_outdoor: thawer.get (outdoor); break; 656 case KW_outdoor: thawer.get (outdoor); break;
773 case KW_temp: thawer.get (temp); break;
774 case KW_pressure: thawer.get (pressure); break;
775 case KW_humid: thawer.get (humid); break;
776 case KW_windspeed: thawer.get (windspeed); break;
777 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break;
779 657
780 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break;
661 case KW_no_drop: thawer.get (no_drop); break;
782 662
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 665
786 // old names new names 666 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
788 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
792 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
793 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
794 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
795 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
796 676
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
683
684 case KW_ERROR:
685 set_key_text (thawer.kw_str, thawer.value);
686 break;
687
688 case KW_end:
689 thawer.next ();
690 return true;
801 691
802 default: 692 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 693 if (!thawer.parse_error ("map"))
694 return false;
804 break; 695 break;
805 } 696 }
697
698 thawer.next ();
806 } 699 }
807 700
808 abort (); 701 abort ();
809} 702}
810 703
811bool 704//+GPL
812maptile::load_header (const char *path)
813{
814 object_thawer thawer (path);
815
816 if (!thawer)
817 return false;
818
819 return load_header (thawer);
820}
821 705
822/****************************************************************************** 706/******************************************************************************
823 * This is the start of unique map handling code 707 * This is the start of unique map handling code
824 *****************************************************************************/ 708 *****************************************************************************/
825 709
832 int unique = 0; 716 int unique = 0;
833 for (object *op = spaces [i].bot; op; ) 717 for (object *op = spaces [i].bot; op; )
834 { 718 {
835 object *above = op->above; 719 object *above = op->above;
836 720
837 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 721 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
838 unique = 1; 722 unique = 1;
839 723
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 724 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
841 {
842 op->destroy_inv (false);
843 op->destroy (); 725 op->destroy ();
844 }
845 726
846 op = above; 727 op = above;
847 } 728 }
848 } 729 }
849} 730}
850 731
732//-GPL
733
851bool 734bool
852maptile::save_header (object_freezer &freezer) 735maptile::_save_header (object_freezer &freezer)
853{ 736{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 737#define MAP_OUT(k) freezer.put (KW(k), k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 738#define MAP_OUT2(k,v) freezer.put (KW(k), v)
856 739
857 MAP_OUT2 (arch, "map"); 740 MAP_OUT2 (arch, CS(map));
858 741
859 if (name) MAP_OUT (name); 742 if (name) MAP_OUT (name);
860 MAP_OUT (swap_time); 743 MAP_OUT (swap_time);
861 MAP_OUT (reset_time); 744 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 745 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 746 MAP_OUT (fixed_resettime);
747 MAP_OUT (no_reset);
748 MAP_OUT (no_drop);
864 MAP_OUT (difficulty); 749 MAP_OUT (difficulty);
865
866 if (region) MAP_OUT2 (region, region->name); 750 if (default_region) MAP_OUT2 (region, default_region->name);
867 751
868 if (shopitems) 752 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
869 {
870 char shop[MAX_BUF];
871 print_shop_string (this, shop);
872 MAP_OUT2 (shopitems, shop);
873 }
874
875 MAP_OUT (shopgreed); 753 MAP_OUT (shopgreed);
876 MAP_OUT (shopmin); 754 MAP_OUT (shopmin);
877 MAP_OUT (shopmax); 755 MAP_OUT (shopmax);
878 if (shoprace) MAP_OUT (shoprace); 756 if (shoprace) MAP_OUT (shoprace);
879 MAP_OUT (darkness); 757
880 MAP_OUT (width); 758 MAP_OUT (width);
881 MAP_OUT (height); 759 MAP_OUT (height);
882 MAP_OUT (enter_x); 760 MAP_OUT (enter_x);
883 MAP_OUT (enter_y); 761 MAP_OUT (enter_y);
884 762 MAP_OUT (darkness);
885 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
886 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
887
888 MAP_OUT (outdoor); 763 MAP_OUT (outdoor);
889 MAP_OUT (temp); 764
890 MAP_OUT (pressure); 765 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
891 MAP_OUT (humid); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
892 MAP_OUT (windspeed);
893 MAP_OUT (winddir);
894 MAP_OUT (sky);
895 767
896 MAP_OUT (per_player); 768 MAP_OUT (per_player);
897 MAP_OUT (per_party); 769 MAP_OUT (per_party);
898 770
899 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
900 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
901 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
902 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
903 777
904 freezer.put (this); 778 freezer.put (this);
905 freezer.put (KW_end); 779 freezer.put (KW(end));
906 780
907 return true; 781 return true;
908} 782}
909 783
910bool 784bool
911maptile::save_header (const char *path) 785maptile::_save_header (const char *path)
912{ 786{
913 object_freezer freezer; 787 object_freezer freezer;
914 788
915 if (!save_header (freezer)) 789 if (!_save_header (freezer))
916 return false; 790 return false;
917 791
918 return freezer.save (path); 792 return freezer.save (path);
919} 793}
794
795//+GPL
920 796
921/* 797/*
922 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
923 */ 799 */
924void 800void
925maptile::clear () 801maptile::clear ()
926{ 802{
927 if (!spaces) 803 if (spaces)
928 return; 804 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 806 while (object *op = ms->bot)
932 { 807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
814 object *head = op->head_ ();
933 if (op->head) 815 if (op == head)
934 op = op->head;
935
936 op->destroy_inv (false);
937 op->destroy (); 816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
822 }
823
824 sfree0 (spaces, size ());
938 } 825 }
939
940 sfree (spaces, size ()), spaces = 0;
941 826
942 if (buttons) 827 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
944} 832}
945 833
946void 834void
947maptile::clear_header () 835maptile::clear_header ()
948{ 836{
950 msg = 0; 838 msg = 0;
951 maplore = 0; 839 maplore = 0;
952 shoprace = 0; 840 shoprace = 0;
953 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
954 842
955 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
956 tile_path [i] = 0; 844 tile_path [i] = 0;
957} 845}
958 846
959maptile::~maptile () 847maptile::~maptile ()
960{ 848{
967 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
968 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
969 * tiling can be asymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
970 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
971 */ 859 */
972 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
973 if (tile_map[i] == m) 861 if (tile_map[i] == m)
974 tile_map[i] = 0; 862 tile_map[i] = 0;
975} 863}
976 864
977void 865void
980 attachable::do_destroy (); 868 attachable::do_destroy ();
981 869
982 clear (); 870 clear ();
983} 871}
984 872
985/* 873/* decay and destroy perishable items in a map */
986 * Updates every button on the map (by calling update_button() for them). 874// TODO: should be done regularly, not on map load?
987 */
988void 875void
989maptile::update_buttons () 876maptile::do_decay_objects ()
990{ 877{
991 for (oblinkpt *obp = buttons; obp; obp = obp->next) 878 if (!spaces)
992 for (objectlink *ol = obp->link; ol; ol = ol->next) 879 return;
880
881 for (mapspace *ms = spaces + size (); ms-- > spaces; )
882 for (object *above, *op = ms->bot; op; op = above)
993 { 883 {
994 if (!ol->ob) 884 above = op->above;
885
886 // do not decay anything above unique floor tiles (yet :)
887 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
888 break;
889
890 bool destroy = 0;
891
892 if (op->flag [FLAG_IS_FLOOR]
893 || op->flag [FLAG_OBJ_ORIGINAL]
894 || op->flag [FLAG_UNIQUE]
895 || op->flag [FLAG_OVERLAY_FLOOR]
896 || op->flag [FLAG_UNPAID]
897 || op->is_alive ())
898 ; // do not decay
899 else if (op->is_weapon ())
995 { 900 {
996 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 901 op->stats.dam--;
997 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 902 if (op->stats.dam < 0)
998 continue; 903 destroy = 1;
999 } 904 }
1000 905 else if (op->is_armor ())
1001 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1002 { 906 {
1003 update_button (ol->ob); 907 op->stats.ac--;
1004 break; 908 if (op->stats.ac < 0)
909 destroy = 1;
1005 } 910 }
911 else if (op->type == FOOD)
912 {
913 op->stats.food -= rndm (5, 20);
914 if (op->stats.food < 0)
915 destroy = 1;
916 }
917 else
918 {
919 int mat = op->materials;
920
921 if (mat & M_PAPER
922 || mat & M_LEATHER
923 || mat & M_WOOD
924 || mat & M_ORGANIC
925 || mat & M_CLOTH
926 || mat & M_LIQUID
927 || (mat & M_IRON && rndm (1, 5) == 1)
928 || (mat & M_GLASS && rndm (1, 2) == 1)
929 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
930 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
931 //|| (mat & M_ICE && temp > 32)
932 )
933 destroy = 1;
934 }
935
936 /* adjust overall chance below */
937 if (destroy && rndm (0, 1))
938 op->destroy ();
1006 } 939 }
1007} 940}
1008 941
1009/* 942/*
1010 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
1011 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
1012 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
1013 * 946 *
1014 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
1015 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
1016 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
1017 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
1018 */ 951 */
1019int 952int
1020maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
1021{ 954{
1022 long monster_cnt = 0; 955 long monster_cnt = 0;
1024 sint64 total_exp = 0; 957 sint64 total_exp = 0;
1025 958
1026 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 959 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1027 for (object *op = ms->bot; op; op = op->above) 960 for (object *op = ms->bot; op; op = op->above)
1028 { 961 {
1029 if (QUERY_FLAG (op, FLAG_MONSTER)) 962 if (op->flag [FLAG_MONSTER])
1030 { 963 {
1031 total_exp += op->stats.exp; 964 total_exp += op->stats.exp;
1032 monster_cnt++; 965 monster_cnt++;
1033 } 966 }
1034 967
1035 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (op->flag [FLAG_GENERATOR])
1036 { 969 {
1037 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
1038 971
1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 972 if (archetype *at = op->other_arch)
973 {
1040 total_exp += at->clone.stats.exp * 8; 974 total_exp += at->stats.exp * 8;
1041
1042 monster_cnt++; 975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
1043 } 983 }
1044 } 984 }
1045 985
1046 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1047 987
1060 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1061 */ 1001 */
1062int 1002int
1063maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
1064{ 1004{
1065 int new_level = darkness + change;
1066
1067 /* Nothing to do */ 1005 /* Nothing to do */
1068 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
1069 return 0; 1007 return 0;
1070 1008
1071 /* inform all players on the map */ 1009 /* inform all players on the map */
1072 if (change > 0) 1010 if (change > 0)
1073 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1074 else 1012 else
1075 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1076 1014
1077 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1078 * we need to be extra careful about negative values.
1079 * In general, the checks below are only needed if change
1080 * is not +/-1
1081 */
1082 if (new_level < 0)
1083 darkness = 0;
1084 else if (new_level >= MAX_DARKNESS)
1085 darkness = MAX_DARKNESS;
1086 else
1087 darkness = new_level;
1088 1016
1089 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1090 update_all_map_los (this); 1018 update_all_map_los (this);
1019
1091 return 1; 1020 return 1;
1092} 1021}
1093 1022
1094/* 1023/*
1095 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1096 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1097 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1098 * through, etc) 1027 * through, etc)
1099 */ 1028 */
1100void 1029void
1101mapspace::update_ () 1030mapspace::update_ ()
1102{ 1031{
1103 object *tmp, *last = 0; 1032 object *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1105 New_Face *top, *floor, *middle; 1034 sint8 light = 0;
1106 object *top_obj, *floor_obj, *middle_obj;
1107 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1039 uint8_t middle_visibility = 0;
1108 1040
1109 middle = blank_face; 1041 //object *middle = 0;
1110 top = blank_face; 1042 //object *top = 0;
1111 floor = blank_face; 1043 //object *floor = 0;
1044 // this seems to generate better code than using locals, above
1045 object *&top = faces_obj[0] = 0;
1046 object *&middle = faces_obj[1] = 0;
1047 object *&floor = faces_obj[2] = 0;
1112 1048
1113 middle_obj = 0; 1049 object::flags_t allflags; // all flags of all objects or'ed together
1114 top_obj = 0;
1115 floor_obj = 0;
1116 1050
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1051 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1052 {
1119 /* This could be made additive I guess (two lights better than 1053 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1120 * one). But if so, it shouldn't be a simple additive - 2
1121 * light bulbs do not illuminate twice as far as once since
1122 * it is a dissapation factor that is cubed.
1123 */
1124 if (tmp->glow_radius > light)
1125 light = tmp->glow_radius; 1054 light += tmp->glow_radius;
1126 1055
1127 /* This call is needed in order to update objects the player 1056 /* This call is needed in order to update objects the player
1128 * is standing in that have animations (ie, grass, fire, etc). 1057 * is standing in that have animations (ie, grass, fire, etc).
1129 * However, it also causes the look window to be re-drawn 1058 * However, it also causes the look window to be re-drawn
1130 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1131 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1132 * 1061 *
1133 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1134 */ 1063 */
1135 if (!tmp->invisible) 1064 if (expect_true (!tmp->invisible))
1136 { 1065 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1066 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1067 top = tmp;
1141 } 1068 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1069 {
1144 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1146 */ 1072 */
1147 middle = blank_face; 1073 middle = 0;
1148 top = blank_face; 1074 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1075 floor = tmp;
1076 volume = 0;
1077 items = 0;
1151 } 1078 }
1152 /* Flag anywhere have high priority */ 1079 else
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1080 {
1155 middle = tmp->face; 1081 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 {
1083 ++items;
1084 volume += tmp->volume ();
1085 }
1156 1086
1157 middle_obj = tmp; 1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1158 anywhere = 1; 1089 anywhere = tmp;
1090
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 {
1097 middle_visibility = ::faces [tmp->face].visibility;
1098 middle = tmp;
1099 }
1159 } 1100 }
1160 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the
1162 * top
1163 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp;
1168 }
1169 }
1170
1171 if (tmp == tmp->above)
1172 {
1173 LOG (llevError, "Error in structure of map\n");
1174 exit (-1);
1175 } 1101 }
1176 1102
1177 move_slow |= tmp->move_slow; 1103 move_slow |= tmp->move_slow;
1178 move_block |= tmp->move_block; 1104 move_block |= tmp->move_block;
1179 move_on |= tmp->move_on; 1105 move_on |= tmp->move_on;
1180 move_off |= tmp->move_off; 1106 move_off |= tmp->move_off;
1181 move_allow |= tmp->move_allow; 1107 move_allow |= tmp->move_allow;
1182 1108
1183 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1109 allflags |= tmp->flag;
1184 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1110
1185 if (tmp->type == PLAYER) flags |= P_PLAYER; 1111 if (tmp->type == PLAYER) flags |= P_PLAYER;
1186 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1112 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1187 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1188 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1189 } 1113 }
1190 1114
1191 this->light = light; 1115 // FLAG_SEE_ANYWHERE takes precedence
1116 if (anywhere)
1117 middle = anywhere;
1118
1119 // ORing all flags together and checking them here is much faster
1120 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1121 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1122 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1123 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1124
1125 this->light = min (light, MAX_LIGHT_RADIUS);
1192 this->flags_ = flags; 1126 this->flags_ = flags;
1193 this->move_block = move_block & ~move_allow; 1127 this->move_block = move_block & ~move_allow;
1194 this->move_on = move_on; 1128 this->move_on = move_on;
1195 this->move_off = move_off; 1129 this->move_off = move_off;
1196 this->move_slow = move_slow; 1130 this->move_slow = move_slow;
1131 this->volume_ = (volume + 1023) / 1024;
1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1197 1133
1198 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
1199 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
1200 * this point. 1136 * this point.
1201 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1202 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1203 * 1139 *
1204 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
1205 */ 1141 */
1206 1142
1207 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
1208 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1211 */ 1147 */
1212 if (top == middle) 1148 if (top == middle)
1213 middle = blank_face; 1149 middle = 0;
1214 1150
1215 /* There are three posibilities at this point: 1151 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1152 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1153 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1154 * 3) neither middle or top is set - need to set both.
1219 */ 1155 */
1220 1156
1221 for (tmp = last; tmp; tmp = tmp->below) 1157 for (object *tmp = last; tmp; tmp = tmp->below)
1222 { 1158 {
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1159 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1160 if (tmp->flag [FLAG_IS_FLOOR])
1225 break; 1161 break;
1226 1162
1227 /* If two top faces are already set, quit processing */ 1163 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1164 if (top && middle)
1229 break; 1165 break;
1230 1166
1231 /* Only show visible faces, unless its the editor - show all */ 1167 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1168 if (!tmp->invisible)
1233 { 1169 {
1234 /* Fill in top if needed */ 1170 /* Fill in top if needed */
1235 if (top == blank_face) 1171 if (!top)
1236 { 1172 {
1237 top = tmp->face;
1238 top_obj = tmp; 1173 top = tmp;
1239 if (top == middle) 1174 if (top == middle)
1240 middle = blank_face; 1175 middle = 0;
1241 } 1176 }
1242 else 1177 else
1243 { 1178 {
1244 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1245 * middle is not set 1180 * middle is not set
1246 * 1181 *
1247 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1249 * 1184 *
1250 */ 1185 */
1251 if (tmp->face != top) 1186 if (tmp != top)
1252 { 1187 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1188 middle = tmp;
1255 break; 1189 break;
1256 } 1190 }
1257 } 1191 }
1258 } 1192 }
1259 } 1193 }
1260 1194
1261 if (middle == floor) 1195 if (middle == floor)
1262 middle = blank_face; 1196 middle = 0;
1263 1197
1264 if (top == middle) 1198 if (top == middle)
1265 middle = blank_face; 1199 middle = 0;
1266 1200
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1201 // set lower map transparent floor flag if applicable
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0;
1270}
1271
1272/* this updates the orig_map->tile_map[tile_num] value after loading
1273 * the map. It also takes care of linking back the freshly loaded
1274 * maps tile_map values if it tiles back to this one. It returns
1275 * the value of orig_map->tile_map[tile_num]. It really only does this
1276 * so that it is easier for calling functions to verify success.
1277 */
1278static maptile *
1279load_and_link_tiled_map (maptile *orig_map, int tile_num)
1280{
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map);
1282
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY)
1284 {
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1287 &orig_map->tile_path[tile_num], &orig_map->path);
1288 mp = new maptile (1, 1);
1289 mp->alloc ();
1290 mp->in_memory = MAP_IN_MEMORY;
1291 } 1203 {
1204 floor->set_anim_frame (0);
1292 1205
1293 int dest_tile = (tile_num + 2) % 4; 1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1294 1210
1295 orig_map->tile_map[tile_num] = mp; 1211 if (object *floor2 = ms.faces_obj [2])
1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1296 1219
1297 // optimisation: back-link map to origin map if euclidean 1220 ms.pflags |= PF_VIS_UP;
1298 //TODO: non-euclidean maps MUST GO 1221 }
1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path) 1222 }
1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301 1223
1224#if 0
1225 faces_obj [0] = top;
1226 faces_obj [1] = middle;
1227 faces_obj [2] = floor;
1228#endif
1229}
1230
1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
1237
1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1245maptile *
1246maptile::tile_available (int dir, bool load)
1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1252 if (tile_path [dir])
1253 {
1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1286 return tile_map [dir] = m;
1287 }
1288 }
1289
1302 return mp; 1290 return 0;
1303} 1291}
1304 1292
1305/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1308 * This is the function should always be used when it 1296 * This is the function should always be used when it
1309 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1310 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1311 * tiled maps. 1299 * tiled maps.
1312 */ 1300 */
1313int 1301int
1314out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1315{ 1303{
1320 if (!m) 1308 if (!m)
1321 return 0; 1309 return 0;
1322 1310
1323 if (x < 0) 1311 if (x < 0)
1324 { 1312 {
1325 if (!m->tile_path[3]) 1313 if (!m->tile_available (TILE_WEST))
1326 return 1; 1314 return 1;
1327 1315
1328 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1329 load_and_link_tiled_map (m, 3);
1330
1331 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1332 } 1317 }
1333 1318
1334 if (x >= m->width) 1319 if (x >= m->width)
1335 { 1320 {
1336 if (!m->tile_path[1]) 1321 if (!m->tile_available (TILE_EAST))
1337 return 1; 1322 return 1;
1338 1323
1339 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1340 load_and_link_tiled_map (m, 1);
1341
1342 return out_of_map (m->tile_map[1], x - m->width, y); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1343 } 1325 }
1344 1326
1345 if (y < 0) 1327 if (y < 0)
1346 { 1328 {
1347 if (!m->tile_path[0]) 1329 if (!m->tile_available (TILE_NORTH))
1348 return 1; 1330 return 1;
1349 1331
1350 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1351 load_and_link_tiled_map (m, 0);
1352
1353 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1354 } 1333 }
1355 1334
1356 if (y >= m->height) 1335 if (y >= m->height)
1357 { 1336 {
1358 if (!m->tile_path[2]) 1337 if (!m->tile_available (TILE_SOUTH))
1359 return 1; 1338 return 1;
1360 1339
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2);
1363
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1365 } 1341 }
1366 1342
1367 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1368 * map. 1344 * map.
1369 */ 1345 */
1371} 1347}
1372 1348
1373/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1353 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1380 */ 1356 */
1381maptile * 1357maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1359{
1384 if (*x < 0) 1360 if (x < 0)
1385 { 1361 {
1386 if (!m->tile_path[3]) 1362 if (!tile_available (TILE_WEST))
1387 return 0; 1363 return 0;
1388 1364
1389 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1390 load_and_link_tiled_map (m, 3);
1391
1392 *x += m->tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1394 } 1367 }
1395 1368
1396 if (*x >= m->width) 1369 if (x >= width)
1397 { 1370 {
1398 if (!m->tile_path[1]) 1371 if (!tile_available (TILE_EAST))
1399 return 0; 1372 return 0;
1400 1373
1401 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1402 load_and_link_tiled_map (m, 1);
1403
1404 *x -= m->width; 1374 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1406 } 1376 }
1407 1377
1408 if (*y < 0) 1378 if (y < 0)
1409 { 1379 {
1410 if (!m->tile_path[0]) 1380 if (!tile_available (TILE_NORTH))
1411 return 0; 1381 return 0;
1412 1382
1413 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1414 load_and_link_tiled_map (m, 0);
1415
1416 *y += m->tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1418 } 1385 }
1419 1386
1420 if (*y >= m->height) 1387 if (y >= height)
1421 { 1388 {
1422 if (!m->tile_path[2]) 1389 if (!tile_available (TILE_SOUTH))
1423 return 0; 1390 return 0;
1424 1391
1425 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1426 load_and_link_tiled_map (m, 2);
1427
1428 *y -= m->height; 1392 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1430 } 1394 }
1431 1395
1432 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1433 * map. 1397 * map.
1434 */ 1398 */
1435 return m; 1399 return this;
1436} 1400}
1437 1401
1438/** 1402/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1441 */ 1405 */
1442static int 1406int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1444{ 1408{
1445 if (!map1 || !map2) 1409 if (!map1 || !map2)
1446 return 0; 1410 return 0;
1447 1411
1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1413 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1414 if (map1 == map2)
1449 { 1415 {
1450 *dx = 0; 1416 *dx = 0;
1451 *dy = 0; 1417 *dy = 0;
1452 } 1418 }
1453 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1454 { /* up */ 1420 {
1455 *dx = 0; 1421 *dx = 0;
1456 *dy = -map2->height; 1422 *dy = -map2->height;
1457 } 1423 }
1458 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1459 { /* right */ 1425 {
1460 *dx = map1->width; 1426 *dx = map1->width;
1461 *dy = 0; 1427 *dy = 0;
1462 } 1428 }
1463 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1464 { /* down */ 1430 {
1465 *dx = 0; 1431 *dx = 0;
1466 *dy = map1->height; 1432 *dy = map1->height;
1467 } 1433 }
1468 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1469 { /* left */ 1435 {
1470 *dx = -map2->width; 1436 *dx = -map2->width;
1471 *dy = 0; 1437 *dy = 0;
1472 } 1438 }
1473 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1474 { /* up right */ 1440 { /* up right */
1475 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1476 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1477 } 1443 }
1478 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1479 { /* up left */ 1445 { /* up left */
1480 *dx = -map2->width; 1446 *dx = -map2->width;
1481 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1482 } 1448 }
1483 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1484 { /* right up */ 1450 { /* right up */
1485 *dx = map1->width; 1451 *dx = +map1->width;
1486 *dy = -map2->height; 1452 *dy = -map2->height;
1487 } 1453 }
1488 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1489 { /* right down */ 1455 { /* right down */
1490 *dx = map1->width; 1456 *dx = +map1->width;
1491 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1492 } 1458 }
1493 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1494 { /* down right */ 1460 { /* down right */
1495 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1496 *dy = map1->height; 1462 *dy = +map1->height;
1497 } 1463 }
1498 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1499 { /* down left */ 1465 { /* down left */
1500 *dx = -map2->width; 1466 *dx = -map2->width;
1501 *dy = map1->height; 1467 *dy = +map1->height;
1502 } 1468 }
1503 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1504 { /* left up */ 1470 { /* left up */
1505 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1506 *dy = -map2->height; 1472 *dy = -map2->height;
1507 } 1473 }
1508 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1509 { /* left down */ 1475 { /* left down */
1510 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1511 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1512 } 1478 }
1513 else 1479 else
1514 return 0; 1480 return 0;
1515 1481
1516 return 1; 1482 return 1;
1483}
1484
1485maptile *
1486maptile::xy_load (sint16 &x, sint16 &y)
1487{
1488 maptile *map = xy_find (x, y);
1489
1490 if (map)
1491 map->load_sync ();
1492
1493 return map;
1494}
1495
1496maptile *
1497get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1498{
1499 return m->xy_load (*x, *y);
1517} 1500}
1518 1501
1519/* From map.c 1502/* From map.c
1520 * This is used by get_player to determine where the other 1503 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1504 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1526 * monster that is closest. 1509 * monster that is closest.
1527 * 1510 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1530 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1531 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1532 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1535 * 1518 *
1536 * currently, the only flag supported (0x1) is don't translate for 1519 * currently, the only flag supported (0x1) is don't translate for
1537 * closest body part of 'op1' 1520 * closest body part of 'op1'
1538 */ 1521 */
1539void 1522void
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1541{ 1524{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1526 {
1544 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1528 retval->distance = 10000;
1546 retval->distance_x = 32767; 1529 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1530 retval->distance_y = 10000;
1548 retval->direction = 0; 1531 retval->direction = 0;
1549 retval->part = 0; 1532 retval->part = 0;
1550 } 1533 }
1551 else 1534 else
1552 { 1535 {
1553 object *best;
1554
1555 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
1556 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
1557 1538
1558 best = op1; 1539 object *best = op1;
1540
1559 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1542 if (!(flags & 1) && op1->more)
1561 { 1543 {
1562 object *tmp; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1545
1565 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1550 * below works.
1570 */ 1551 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1553 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
1575 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1576 { 1557 {
1577 best_distance = tmpi; 1558 best_distance = tmpi;
1578 best = tmp; 1559 best = tmp;
1579 } 1560 }
1580 } 1561 }
1562
1581 if (best != op1) 1563 if (best != op1)
1582 { 1564 {
1583 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1585 } 1567 }
1586 } 1568 }
1569
1587 retval->part = best; 1570 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1590 } 1573 }
1591} 1574}
1592 1575
1593/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1594 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1595 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1596 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
1597 * the path, we need this. 1580 * the path, we need this.
1598 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1599 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1600 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1602 */ 1585 */
1603
1604void 1586void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1588{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1590 {
1609 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1592 retval->distance = 100000;
1611 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
1612 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
1613 retval->direction = 0; 1595 retval->direction = 0;
1614 retval->part = 0; 1596 retval->part = 0;
1615 } 1597 }
1616 else 1598 else
1617 { 1599 {
1618 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1620 1602
1621 retval->part = NULL; 1603 retval->part = 0;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1624 } 1606 }
1625} 1607}
1626 1608
1627/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1628 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
1638 int dx, dy; 1620 int dx, dy;
1639 1621
1640 return adjacent_map (op1->map, op2->map, &dx, &dy); 1622 return adjacent_map (op1->map, op2->map, &dx, &dy);
1641} 1623}
1642 1624
1625//-GPL
1626
1643object * 1627object *
1644maptile::insert (object *op, int x, int y, object *originator, int flags) 1628maptile::insert (object *op, int x, int y, object *originator, int flags)
1645{ 1629{
1646 if (!op->flag [FLAG_REMOVED])
1647 op->remove ();
1648
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1630 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1631}
1651 1632
1633region *
1634maptile::region (int x, int y) const
1635{
1636 if (regions
1637 && regionmap
1638 && !OUT_OF_REAL_MAP (this, x, y))
1639 if (struct region *reg = regionmap [regions [y * width + x]])
1640 return reg;
1641
1642 if (default_region)
1643 return default_region;
1644
1645 return ::region::default_region ();
1646}
1647
1648//+GPL
1649
1650/* picks a random object from a style map.
1651 */
1652object *
1653maptile::pick_random_object (rand_gen &gen) const
1654{
1655 /* while returning a null object will result in a crash, that
1656 * is actually preferable to an infinite loop. That is because
1657 * most servers will automatically restart in case of crash.
1658 * Change the logic on getting the random space - shouldn't make
1659 * any difference, but this seems clearer to me.
1660 */
1661 for (int i = 1000; --i;)
1662 {
1663 object *pick = at (gen (width), gen (height)).bot;
1664
1665 // must be head: do not prefer big monsters just because they are big.
1666 if (pick && pick->is_head ())
1667 return pick;
1668 }
1669
1670 // instead of crashing in the unlikely(?) case, try to return *something*
1671 return archetype::find (shstr_bug);
1672}
1673
1674//-GPL
1675
1676void
1677maptile::play_sound (faceidx sound, int x, int y) const
1678{
1679 if (!sound)
1680 return;
1681
1682 for_all_players_on_map (pl, this)
1683 if (client *ns = pl->ns)
1684 {
1685 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y;
1687
1688 int distance = idistance (dx, dy);
1689
1690 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy);
1692 }
1693}
1694
1695void
1696maptile::say_msg (const char *msg, int x, int y) const
1697{
1698 for_all_players (pl)
1699 if (client *ns = pl->ns)
1700 {
1701 int dx = x - pl->ob->x;
1702 int dy = y - pl->ob->y;
1703
1704 int distance = idistance (dx, dy);
1705
1706 if (distance <= MAX_SOUND_DISTANCE)
1707 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1708 }
1709}
1710
1711dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1712
1713static void
1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1715{
1716 // clip to map to the left
1717 if (x0 < 0)
1718 {
1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1721
1722 if (x1 < 0) // entirely to the left
1723 return;
1724
1725 x0 = 0;
1726 }
1727
1728 // clip to map to the right
1729 if (x1 > m->width)
1730 {
1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1733
1734 if (x0 >= m->width) // entirely to the right
1735 return;
1736
1737 x1 = m->width;
1738 }
1739
1740 // clip to map to the north
1741 if (y0 < 0)
1742 {
1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1745
1746 if (y1 < 0) // entirely to the north
1747 return;
1748
1749 y0 = 0;
1750 }
1751
1752 // clip to map to the south
1753 if (y1 > m->height)
1754 {
1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1757
1758 if (y0 >= m->height) // entirely to the south
1759 return;
1760
1761 y1 = m->height;
1762 }
1763
1764 // if we get here, the rect is within the current map
1765 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1766
1767 r->m = m;
1768 r->x0 = x0;
1769 r->y0 = y0;
1770 r->x1 = x1;
1771 r->y1 = y1;
1772 r->dx = dx;
1773 r->dy = dy;
1774}
1775
1776maprect *
1777maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1778{
1779 buf.clear ();
1780
1781 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1782
1783 // add end marker
1784 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1785 r->m = 0;
1786
1787 return (maprect *)buf.linearise ();
1788}
1789

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