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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 1.165 by root, Tue Oct 20 05:57:08 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h>
25#include <funcpoint.h>
26
27#include <loader.h>
28#include <unistd.h> 25#include <unistd.h>
29 26
27#include "global.h"
28#include "loader.h"
30#include "path.h" 29#include "path.h"
31 30
32/* 31sint8 maptile::outdoor_darkness;
33 * This makes a path absolute outside the world of Crossfire.
34 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
35 * and returns the pointer to a static array containing the result.
36 * it really should be called create_mapname
37 */
38const char *
39create_pathname (const char *name)
40{
41 static char buf[8192];
42 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
43 return buf;
44}
45
46/*
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 32
98/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
99 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
100 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
101 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
136 * by the caller. 71 * by the caller.
137 */ 72 */
138int 73int
139blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
140{ 75{
141 object *tmp;
142 int mflags, blocked;
143
144 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
145 * have already checked this. 77 * have already checked this.
146 */ 78 */
147 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
148 { 80 {
151 } 83 }
152 84
153 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
154 * directly. 86 * directly.
155 */ 87 */
156 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
157 89
158 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
159 92
160 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
161 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
162 * things we need to do for players. 95 * things we need to do for players.
163 */ 96 */
164 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
165 return 0; 98 return 0;
166 99
167 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
168 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
169 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
170 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
171 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
172 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
173 */ 106 */
174 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 107 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
175 return 0; 108 return 0;
176 109
177 if (ob->head != NULL)
178 ob = ob->head; 110 ob = ob->head_ ();
179 111
180 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
181 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
182 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
183 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
184 */ 116 */
185 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
186 { 118 {
187 119 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 { 120 {
191 /* If last_sp is set, the player/monster needs an object, 121 if (tmp->type == CHECK_INV)
192 * so we check for it. If they don't have it, they can't
193 * pass through this space.
194 */
195 if (tmp->last_sp)
196 { 122 {
197 if (check_inv_recursive (ob, tmp) == NULL) 123 bool have = check_inv_recursive (ob, tmp);
124
125 // last_sp set means we block if we don't have.
126 if (logical_xor (have, tmp->last_sp))
198 return 1; 127 return 1;
199 else 128 }
200 continue; 129 else if (tmp->type == T_MATCH)
130 {
131 // T_MATCH allows "entrance" iff the match is true
132 // == blocks if the match fails
133
134 // we could have used an INVOKE_OBJECT, but decided against it, as we
135 // assume that T_MATCH is very common.
136 if (!match (tmp->slaying, ob, tmp, ob))
137 return 1;
201 } 138 }
202 else 139 else
203 { 140 return 1; // unconditional block
204 /* In this case, the player must not have the object - 141
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 142 } else {
214 { 143 // space does not block the ob, directly, but
215 /* Broke apart a big nasty if into several here to make 144 // anything alive that is not a door still
216 * this more readable. first check - if the space blocks 145 // blocks anything but wizards.
217 * movement, can't move here. 146
218 * second - if a monster, can't move there, unles it is a 147 if (tmp->flag [FLAG_ALIVE]
219 * hidden dm 148 && tmp->head_ () != ob
220 */ 149 && tmp != ob
221 if (OB_MOVE_BLOCK (ob, tmp)) 150 && tmp->type != DOOR
222 return 1; 151 && !tmp->flag [FLAG_WIZPASS])
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; 152 return 1;
226 } 153 }
227
228 } 154 }
155
229 return 0; 156 return 0;
230} 157}
231 158
232
233/* 159/*
234 * Returns true if the given object can't fit in the given spot. 160 * Returns qthe blocking object if the given object can't fit in the given
235 * This is meant for multi space objects - for single space objecs, 161 * spot. This is meant for multi space objects - for single space objecs,
236 * just calling get_map_blocked and checking that against movement type 162 * just calling get_map_blocked and checking that against movement type
237 * of object. This function goes through all the parts of the 163 * of object. This function goes through all the parts of the multipart
238 * multipart object and makes sure they can be inserted. 164 * object and makes sure they can be inserted.
239 * 165 *
240 * While this doesn't call out of map, the get_map_flags does. 166 * While this doesn't call out of map, the get_map_flags does.
241 * 167 *
242 * This function has been used to deprecate arch_out_of_map - 168 * This function has been used to deprecate arch_out_of_map -
243 * this function also does that check, and since in most cases, 169 * this function also does that check, and since in most cases,
254 * 180 *
255 * Note this used to be arch_blocked, but with new movement 181 * Note this used to be arch_blocked, but with new movement
256 * code, we need to have actual object to check its move_type 182 * code, we need to have actual object to check its move_type
257 * against the move_block values. 183 * against the move_block values.
258 */ 184 */
259int 185bool
260ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 186object::blocked (maptile *m, int x, int y) const
261{ 187{
262 archetype *tmp; 188 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 } 189 {
190 mapxy pos (m, x + tmp->x, y + tmp->y);
276 191
277 for (tmp = ob->arch; tmp; tmp = tmp->more) 192 if (!pos.normalise ())
278 { 193 return 1;
279 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
280 194
281 if (flag & P_OUT_OF_MAP) 195 mapspace &ms = *pos;
282 return P_OUT_OF_MAP; 196
283 if (flag & P_IS_ALIVE) 197 if (ms.flags () & P_IS_ALIVE)
284 return P_IS_ALIVE; 198 return 1;
285 199
286 mapspace &ms = m1->at (sx, sy); 200 /* However, often ob doesn't have any move type
287 201 * (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. 202 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
291 */ 203 */
292
293 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 204 if (!move_type && ms.move_block != MOVE_ALL)
294 continue; 205 continue;
295 206
296 /* Note it is intentional that we check ob - the movement type of the 207 /* Note it is intentional that we check ob - the movement type of the
297 * head of the object should correspond for the entire object. 208 * head of the object should correspond for the entire object.
298 */ 209 */
299 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 210 if (ms.blocks (move_type))
300 return P_NO_PASS; 211 return 1;
301 } 212 }
302 213
303 return 0; 214 return 0;
304} 215}
305 216
323 234
324 insert_ob_in_ob (tmp, container); 235 insert_ob_in_ob (tmp, container);
325 tmp = next; 236 tmp = next;
326 } 237 }
327 238
328 /* sum_weight will go through and calculate what all the containers are 239 // go through and calculate what all the containers are carrying.
329 * carrying. 240 //TODO: remove
330 */ 241 container->update_weight ();
331 sum_weight (container);
332} 242}
333 243
334void 244void
335maptile::set_object_flag (int flag, int value) 245maptile::set_object_flag (int flag, int value)
336{ 246{
340 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 250 for (mapspace *ms = spaces + size (); ms-- > spaces; )
341 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 251 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
342 tmp->flag [flag] = value; 252 tmp->flag [flag] = value;
343} 253}
344 254
255void
256maptile::post_load_original ()
257{
258 if (!spaces)
259 return;
260
261 set_object_flag (FLAG_OBJ_ORIGINAL);
262
263 for (mapspace *ms = spaces + size (); ms-- > spaces; )
264 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
265 INVOKE_OBJECT (RESET, tmp);
266}
267
345/* link_multipart_objects go through all the objects on the map looking 268/* 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 269 * 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 270 * 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 271 * they are saved).
349 * the more sections and not re-add sections for them.
350 */ 272 */
351void 273void
352maptile::link_multipart_objects () 274maptile::link_multipart_objects ()
353{ 275{
354 if (!spaces) 276 if (!spaces)
355 return; 277 return;
356 278
357 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 279 for (mapspace *ms = spaces + size (); ms-- > spaces; )
358 for (object *tmp = ms->bot; tmp; ) 280 {
281 object *op = ms->bot;
282 while (op)
359 { 283 {
360 object *above = tmp->above;
361
362 /* already multipart - don't do anything more */ 284 /* already multipart - don't do anything more */
363 if (!tmp->head && !tmp->more) 285 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 { 286 {
374 op = arch_to_object (at); 287 op->remove ();
288 op->expand_tail ();
375 289
376 /* update x,y coordinates */ 290 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
377 op->x += tmp->x; 291 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
378 op->y += tmp->y; 292 // 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); 293 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
294
295 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
296 // so we have to reset the iteration through the mapspace
391 } 297 }
298 else
299 op = op->above;
392 } 300 }
393
394 tmp = above;
395 } 301 }
396} 302}
397 303
398/* 304/*
399 * Loads (ands parses) the objects into a given map from the specified 305 * Loads (ands parses) the objects into a given map from the specified
400 * file pointer. 306 * file pointer.
401 * mapflags is the same as we get with load_original_map
402 */ 307 */
403bool 308bool
404maptile::load_objects (object_thawer &thawer) 309maptile::_load_objects (object_thawer &f)
405{ 310{
406 int unique; 311 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 { 312 {
414 /* if the archetype for the object is null, means that we 313 coroapi::cede_to_tick (); // cede once in a while
415 * got an invalid object. Don't do anything with it - the game 314
416 * or editor will not be able to do anything with it either. 315 switch (f.kw)
417 */
418 if (op->arch == NULL)
419 { 316 {
420 LOG (llevDebug, "Discarding object without arch: %s\n", op->name ? (const char *) op->name : "(null)"); 317 case KW_arch:
318 if (object *op = object::read (f, this))
319 {
320 // TODO: why?
321 if (op->inv)
322 op->update_weight ();
323
324 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
325 {
326 // we insert manually because
327 // a) its way faster
328 // b) we remove manually, too, and there are good reasons for that
329 // c) it's correct
330 mapspace &ms = at (op->x, op->y);
331
332 op->flag [FLAG_REMOVED] = false;
333
334 op->above = 0;
335 op->below = ms.top;
336
337 *(ms.top ? &ms.top->above : &ms.bot) = op;
338
339 ms.top = op;
340 ms.flags_ = 0;
341 }
342 else
343 {
344 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
345 op->destroy ();
346 }
347 }
348
421 continue; 349 continue;
422 }
423 350
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: 351 case KW_EOF:
436 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ABOVE_FLOOR_ONLY); 352 return true;
437 op->head = prev, last_more->more = op, last_more = op; 353
354 default:
355 if (!f.parse_error ("map file"))
356 return false;
438 break; 357 break;
439 } 358 }
440 359
441 op = object::create (); 360 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 } 361 }
462#endif
463 362
464 return true; 363 return true;
465} 364}
466 365
467void 366void
468maptile::activate () 367maptile::activate ()
469{ 368{
470 if (!spaces) 369 if (spaces)
471 return;
472
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 ();
476} 373}
477 374
478void 375void
479maptile::deactivate () 376maptile::deactivate ()
480{ 377{
481 if (!spaces) 378 if (spaces)
482 return;
483
484 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 379 for (mapspace *ms = spaces + size (); ms-- > spaces; )
485 for (object *op = ms->bot; op; op = op->above) 380 for (object *op = ms->bot; op; op = op->above)
486 op->deactivate_recursive (); 381 op->deactivate_recursive ();
487} 382}
488 383
489bool 384bool
490maptile::save_objects (object_freezer &freezer, int flags) 385maptile::_save_objects (object_freezer &f, int flags)
491{ 386{
387 coroapi::cede_to_tick ();
388
492 if (flags & IO_HEADER) 389 if (flags & IO_HEADER)
493 save_header (freezer); 390 _save_header (f);
494 391
495 if (!spaces) 392 if (!spaces)
496 return false; 393 return false;
497 394
498 for (int i = 0; i < size (); ++i) 395 for (int i = 0; i < size (); ++i)
499 { 396 {
500 int unique = 0; 397 bool unique = 0;
398
501 for (object *op = spaces [i].bot; op; op = op->above) 399 for (object *op = spaces [i].bot; op; op = op->above)
502 { 400 {
503 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 401 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
504 unique = 1;
505 402
506 if (!op->can_map_save ()) 403 if (expect_false (!op->can_map_save ()))
507 continue; 404 continue;
508 405
509 if (unique || op->flag [FLAG_UNIQUE]) 406 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
510 { 407 {
511 if (flags & IO_UNIQUES) 408 if (flags & IO_UNIQUES)
512 save_object (freezer, op, 1); 409 op->write (f);
513 } 410 }
514 else if (flags & IO_OBJECTS) 411 else if (expect_true (flags & IO_OBJECTS))
515 save_object (freezer, op, 1); 412 op->write (f);
516 } 413 }
517 } 414 }
518 415
416 coroapi::cede_to_tick ();
417
519 return true; 418 return true;
520} 419}
521 420
522bool 421bool
523maptile::load_objects (const char *path, bool skip_header) 422maptile::_save_objects (const char *path, int flags)
524{ 423{
525 object_thawer thawer (path); 424 object_freezer freezer;
526 425
527 if (!thawer) 426 if (!_save_objects (freezer, flags))
528 return false; 427 return false;
529 428
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); 429 return freezer.save (path);
553} 430}
554 431
555maptile::maptile () 432maptile::maptile ()
556{ 433{
557 in_memory = MAP_SWAPPED; 434 in_memory = MAP_SWAPPED;
558 435
559 /* The maps used to pick up default x and y values from the 436 /* The maps used to pick up default x and y values from the
560 * map archetype. Mimic that behaviour. 437 * map archetype. Mimic that behaviour.
561 */ 438 */
562 width = 16; 439 width = 16;
563 height = 16; 440 height = 16;
564 reset_timeout = 0;
565 timeout = 300; 441 timeout = 300;
566 enter_x = 0; 442 max_nrof = 1000; // 1000 items of anything
567 enter_y = 0; 443 max_volume = 2000000; // 2m³
568} 444}
569 445
570maptile::maptile (int w, int h) 446maptile::maptile (int w, int h)
571{ 447{
572 in_memory = MAP_SWAPPED; 448 in_memory = MAP_SWAPPED;
678 return items; 554 return items;
679} 555}
680 556
681/* opposite of parse string, this puts the string that was originally fed in to 557/* opposite of parse string, this puts the string that was originally fed in to
682 * the map (or something equivilent) into output_string. */ 558 * the map (or something equivilent) into output_string. */
683static void 559static const char *
684print_shop_string (maptile *m, char *output_string) 560print_shop_string (maptile *m)
685{ 561{
686 int i; 562 static dynbuf_text buf; buf.clear ();
687 char tmp[MAX_BUF];
688 563
689 strcpy (output_string, "");
690 for (i = 0; i < m->shopitems[0].index; i++) 564 for (int i = 0; i < m->shopitems[0].index; i++)
691 { 565 {
692 if (m->shopitems[i].typenum) 566 if (m->shopitems[i].typenum)
693 { 567 {
694 if (m->shopitems[i].strength) 568 if (m->shopitems[i].strength)
695 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 569 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
696 else 570 else
697 sprintf (tmp, "%s;", m->shopitems[i].name); 571 buf.printf ("%s;", m->shopitems[i].name);
698 } 572 }
699 else 573 else
700 { 574 {
701 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
702 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 576 buf.printf ("*:%d;", m->shopitems[i].strength);
703 else 577 else
704 sprintf (tmp, "*"); 578 buf.printf ("*");
705 } 579 }
706
707 strcat (output_string, tmp);
708 } 580 }
581
582 return buf;
709} 583}
710 584
711/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
712 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
713 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
718 * This could be done in lex (like the object loader), but I think 592 * 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. 593 * currently, there are few enough fields this is not a big deal.
720 * MSW 2001-07-01 594 * MSW 2001-07-01
721 */ 595 */
722bool 596bool
723maptile::load_header (object_thawer &thawer) 597maptile::_load_header (object_thawer &thawer)
724{ 598{
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 (;;) 599 for (;;)
730 { 600 {
731 keyword kw = thawer.get_kv ();
732
733 switch (kw) 601 switch (thawer.kw)
734 { 602 {
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: 603 case KW_msg:
743 thawer.get_ml (KW_endmsg, msg); 604 thawer.get_ml (KW_endmsg, msg);
744 break; 605 break;
745 606
746 case KW_lore: // CF+ extension 607 case KW_lore: // CF+ extension
777 case KW_winddir: thawer.get (winddir); break; 638 case KW_winddir: thawer.get (winddir); break;
778 case KW_sky: thawer.get (sky); break; 639 case KW_sky: thawer.get (sky); break;
779 640
780 case KW_per_player: thawer.get (per_player); break; 641 case KW_per_player: thawer.get (per_player); break;
781 case KW_per_party: thawer.get (per_party); break; 642 case KW_per_party: thawer.get (per_party); break;
643 case KW_no_reset: thawer.get (no_reset); break;
644 case KW_no_drop: thawer.get (no_drop); break;
782 645
783 case KW_region: get_region_by_name (thawer.get_str ()); break; 646 case KW_region: default_region = region::find (thawer.get_str ()); break;
784 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 647 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
785 648
786 // old names new names 649 // old names new names
787 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 650 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; 651 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
797 case KW_tile_path_1: thawer.get (tile_path [0]); break; 660 case KW_tile_path_1: thawer.get (tile_path [0]); break;
798 case KW_tile_path_2: thawer.get (tile_path [1]); break; 661 case KW_tile_path_2: thawer.get (tile_path [1]); break;
799 case KW_tile_path_3: thawer.get (tile_path [2]); break; 662 case KW_tile_path_3: thawer.get (tile_path [2]); break;
800 case KW_tile_path_4: thawer.get (tile_path [3]); break; 663 case KW_tile_path_4: thawer.get (tile_path [3]); break;
801 664
665 case KW_ERROR:
666 set_key_text (thawer.kw_str, thawer.value);
667 break;
668
669 case KW_end:
670 thawer.next ();
671 return true;
672
802 default: 673 default:
803 LOG (llevError, "%s: skipping unknown key in map header: %s\n", &path, keyword_str [kw]); 674 if (!thawer.parse_error ("map", 0))
675 return false;
804 break; 676 break;
805 } 677 }
678
679 thawer.next ();
806 } 680 }
807 681
808 abort (); 682 abort ();
809}
810
811bool
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} 683}
821 684
822/****************************************************************************** 685/******************************************************************************
823 * This is the start of unique map handling code 686 * This is the start of unique map handling code
824 *****************************************************************************/ 687 *****************************************************************************/
835 object *above = op->above; 698 object *above = op->above;
836 699
837 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
838 unique = 1; 701 unique = 1;
839 702
840 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
841 {
842 op->destroy_inv (false);
843 op->destroy (); 704 op->destroy ();
844 }
845 705
846 op = above; 706 op = above;
847 } 707 }
848 } 708 }
849} 709}
850 710
851bool 711bool
852maptile::save_header (object_freezer &freezer) 712maptile::_save_header (object_freezer &freezer)
853{ 713{
854#define MAP_OUT(k) freezer.put (KW_ ## k, k) 714#define MAP_OUT(k) freezer.put (KW_ ## k, k)
855#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 715#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v)
856 716
857 MAP_OUT2 (arch, "map"); 717 MAP_OUT2 (arch, "map");
859 if (name) MAP_OUT (name); 719 if (name) MAP_OUT (name);
860 MAP_OUT (swap_time); 720 MAP_OUT (swap_time);
861 MAP_OUT (reset_time); 721 MAP_OUT (reset_time);
862 MAP_OUT (reset_timeout); 722 MAP_OUT (reset_timeout);
863 MAP_OUT (fixed_resettime); 723 MAP_OUT (fixed_resettime);
724 MAP_OUT (no_reset);
725 MAP_OUT (no_drop);
864 MAP_OUT (difficulty); 726 MAP_OUT (difficulty);
865
866 if (region) MAP_OUT2 (region, region->name); 727 if (default_region) MAP_OUT2 (region, default_region->name);
867 728
868 if (shopitems) 729 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); 730 MAP_OUT (shopgreed);
876 MAP_OUT (shopmin); 731 MAP_OUT (shopmin);
877 MAP_OUT (shopmax); 732 MAP_OUT (shopmax);
878 if (shoprace) MAP_OUT (shoprace); 733 if (shoprace) MAP_OUT (shoprace);
734
879 MAP_OUT (darkness); 735 MAP_OUT (darkness);
880 MAP_OUT (width); 736 MAP_OUT (width);
881 MAP_OUT (height); 737 MAP_OUT (height);
882 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
883 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
906 762
907 return true; 763 return true;
908} 764}
909 765
910bool 766bool
911maptile::save_header (const char *path) 767maptile::_save_header (const char *path)
912{ 768{
913 object_freezer freezer; 769 object_freezer freezer;
914 770
915 if (!save_header (freezer)) 771 if (!_save_header (freezer))
916 return false; 772 return false;
917 773
918 return freezer.save (path); 774 return freezer.save (path);
919} 775}
920 776
922 * Remove and free all objects in the given map. 778 * Remove and free all objects in the given map.
923 */ 779 */
924void 780void
925maptile::clear () 781maptile::clear ()
926{ 782{
927 if (!spaces) 783 if (spaces)
928 return; 784 {
929
930 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 785 for (mapspace *ms = spaces + size (); ms-- > spaces; )
931 while (object *op = ms->bot) 786 while (object *op = ms->bot)
932 { 787 {
788 // manually remove, as to not trigger anything
789 if (ms->bot = op->above)
790 ms->bot->below = 0;
791
792 op->flag [FLAG_REMOVED] = true;
793
794 object *head = op->head_ ();
933 if (op->head) 795 if (op == head)
934 op = op->head;
935
936 op->destroy_inv (false);
937 op->destroy (); 796 op->destroy ();
797 else if (head->map != op->map)
798 {
799 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
800 head->destroy ();
801 }
802 }
803
804 sfree0 (spaces, size ());
938 } 805 }
939
940 sfree (spaces, size ()), spaces = 0;
941 806
942 if (buttons) 807 if (buttons)
943 free_objectlinkpt (buttons), buttons = 0; 808 free_objectlinkpt (buttons), buttons = 0;
809
810 sfree0 (regions, size ());
811 delete [] regionmap; regionmap = 0;
944} 812}
945 813
946void 814void
947maptile::clear_header () 815maptile::clear_header ()
948{ 816{
980 attachable::do_destroy (); 848 attachable::do_destroy ();
981 849
982 clear (); 850 clear ();
983} 851}
984 852
985/* 853/* decay and destroy perishable items in a map */
986 * Updates every button on the map (by calling update_button() for them).
987 */
988void 854void
989maptile::update_buttons () 855maptile::do_decay_objects ()
990{ 856{
991 for (oblinkpt *obp = buttons; obp; obp = obp->next) 857 if (!spaces)
992 for (objectlink *ol = obp->link; ol; ol = ol->next) 858 return;
859
860 for (mapspace *ms = spaces + size (); ms-- > spaces; )
861 for (object *above, *op = ms->bot; op; op = above)
993 { 862 {
994 if (!ol->ob) 863 above = op->above;
864
865 bool destroy = 0;
866
867 // do not decay anything above unique floor tiles (yet :)
868 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
869 break;
870
871 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
872 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
873 || QUERY_FLAG (op, FLAG_UNIQUE)
874 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
875 || QUERY_FLAG (op, FLAG_UNPAID)
876 || op->is_alive ())
877 ; // do not decay
878 else if (op->is_weapon ())
995 { 879 {
996 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 880 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); 881 if (op->stats.dam < 0)
998 continue; 882 destroy = 1;
999 } 883 }
1000 884 else if (op->is_armor ())
1001 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
1002 { 885 {
1003 update_button (ol->ob); 886 op->stats.ac--;
1004 break; 887 if (op->stats.ac < 0)
888 destroy = 1;
1005 } 889 }
890 else if (op->type == FOOD)
891 {
892 op->stats.food -= rndm (5, 20);
893 if (op->stats.food < 0)
894 destroy = 1;
895 }
896 else
897 {
898 int mat = op->materials;
899
900 if (mat & M_PAPER
901 || mat & M_LEATHER
902 || mat & M_WOOD
903 || mat & M_ORGANIC
904 || mat & M_CLOTH
905 || mat & M_LIQUID
906 || (mat & M_IRON && rndm (1, 5) == 1)
907 || (mat & M_GLASS && rndm (1, 2) == 1)
908 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
909 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
910 || (mat & M_ICE && temp > 32))
911 destroy = 1;
912 }
913
914 /* adjust overall chance below */
915 if (destroy && rndm (0, 1))
916 op->destroy ();
1006 } 917 }
1007} 918}
1008 919
1009/* 920/*
1010 * This routine is supposed to find out the difficulty of the map. 921 * This routine is supposed to find out the difficulty of the map.
1011 * difficulty does not have a lot to do with character level, 922 * difficulty does not have a lot to do with character level,
1012 * but does have a lot to do with treasure on the map. 923 * but does have a lot to do with treasure on the map.
1013 * 924 *
1014 * Difficulty can now be set by the map creature. If the value stored 925 * 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 926 * in the map is zero, then use this routine. Maps should really
1016 * have a difficulty set than using this function - human calculation 927 * have a difficulty set rather than using this function - human calculation
1017 * is much better than this functions guesswork. 928 * is much better than this function's guesswork.
1018 */ 929 */
1019int 930int
1020maptile::estimate_difficulty () const 931maptile::estimate_difficulty () const
1021{ 932{
1022 long monster_cnt = 0; 933 long monster_cnt = 0;
1034 945
1035 if (QUERY_FLAG (op, FLAG_GENERATOR)) 946 if (QUERY_FLAG (op, FLAG_GENERATOR))
1036 { 947 {
1037 total_exp += op->stats.exp; 948 total_exp += op->stats.exp;
1038 949
1039 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 950 if (archetype *at = op->other_arch)
951 {
1040 total_exp += at->clone.stats.exp * 8; 952 total_exp += at->stats.exp * 8;
1041
1042 monster_cnt++; 953 monster_cnt++;
954 }
955
956 for (object *inv = op->inv; inv; inv = inv->below)
957 {
958 total_exp += op->stats.exp * 8;
959 monster_cnt++;
960 }
1043 } 961 }
1044 } 962 }
1045 963
1046 avgexp = (double) total_exp / monster_cnt; 964 avgexp = (double) total_exp / monster_cnt;
1047 965
1060 * postive values make it darker, negative make it brighter 978 * postive values make it darker, negative make it brighter
1061 */ 979 */
1062int 980int
1063maptile::change_map_light (int change) 981maptile::change_map_light (int change)
1064{ 982{
1065 int new_level = darkness + change;
1066
1067 /* Nothing to do */ 983 /* Nothing to do */
1068 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 984 if (!change)
1069 return 0; 985 return 0;
1070 986
1071 /* inform all players on the map */ 987 /* inform all players on the map */
1072 if (change > 0) 988 if (change > 0)
1073 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1074 else 990 else
1075 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 991 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1076 992
1077 /* Do extra checking. since darkness is a unsigned value, 993 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 994
1089 /* All clients need to get re-updated for the change */ 995 /* All clients need to get re-updated for the change */
1090 update_all_map_los (this); 996 update_all_map_los (this);
997
1091 return 1; 998 return 1;
1092} 999}
1093 1000
1094/* 1001/*
1095 * This function updates various attributes about a specific space 1002 * This function updates various attributes about a specific space
1098 * through, etc) 1005 * through, etc)
1099 */ 1006 */
1100void 1007void
1101mapspace::update_ () 1008mapspace::update_ ()
1102{ 1009{
1103 object *tmp, *last = 0; 1010 object *last = 0;
1104 uint8 flags = 0, light = 0, anywhere = 0; 1011 uint8 flags = P_UPTODATE, anywhere = 0;
1105 New_Face *top, *floor, *middle; 1012 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; 1013 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1108 1014
1109 middle = blank_face; 1015 //object *middle = 0;
1110 top = blank_face; 1016 //object *top = 0;
1111 floor = blank_face; 1017 //object *floor = 0;
1018 // this seems to generate better code than using locals, above
1019 object *&top = faces_obj[0] = 0;
1020 object *&middle = faces_obj[1] = 0;
1021 object *&floor = faces_obj[2] = 0;
1112 1022
1113 middle_obj = 0;
1114 top_obj = 0;
1115 floor_obj = 0;
1116
1117 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1118 { 1024 {
1119 /* This could be made additive I guess (two lights better than 1025 // 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; 1026 light += tmp->glow_radius;
1126 1027
1127 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1128 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1129 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1130 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1133 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1134 */ 1035 */
1135 if (!tmp->invisible) 1036 if (!tmp->invisible)
1136 { 1037 {
1137 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1138 {
1139 top = tmp->face;
1140 top_obj = tmp; 1039 top = tmp;
1141 }
1142 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1143 { 1041 {
1144 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1145 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1146 */ 1044 */
1147 middle = blank_face; 1045 middle = 0;
1148 top = blank_face; 1046 top = 0;
1149 floor = tmp->face;
1150 floor_obj = tmp; 1047 floor = tmp;
1151 } 1048 }
1152 /* Flag anywhere have high priority */ 1049 /* Flag anywhere have high priority */
1153 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1050 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1154 { 1051 {
1155 middle = tmp->face;
1156
1157 middle_obj = tmp; 1052 middle = tmp;
1158 anywhere = 1; 1053 anywhere = 1;
1159 } 1054 }
1055
1160 /* Find the highest visible face around. If equal 1056 /* Find the highest visible face around. If equal
1161 * visibilities, we still want the one nearer to the 1057 * visibilities, we still want the one nearer to the
1162 * top 1058 * top
1163 */ 1059 */
1164 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1060 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1165 {
1166 middle = tmp->face;
1167 middle_obj = tmp; 1061 middle = tmp;
1168 }
1169 } 1062 }
1170 1063
1171 if (tmp == tmp->above) 1064 if (tmp == tmp->above)
1172 { 1065 {
1173 LOG (llevError, "Error in structure of map\n"); 1066 LOG (llevError, "Error in structure of map\n");
1186 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1079 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1187 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1080 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1188 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1081 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1189 } 1082 }
1190 1083
1191 this->light = light; 1084 this->light = min (light, MAX_LIGHT_RADIUS);
1192 this->flags_ = flags; 1085 this->flags_ = flags;
1193 this->move_block = move_block & ~move_allow; 1086 this->move_block = move_block & ~move_allow;
1194 this->move_on = move_on; 1087 this->move_on = move_on;
1195 this->move_off = move_off; 1088 this->move_off = move_off;
1196 this->move_slow = move_slow; 1089 this->move_slow = move_slow;
1208 * middle face. This should not happen, as we already have the 1101 * middle face. This should not happen, as we already have the
1209 * else statement above so middle should not get set. OTOH, it 1102 * else statement above so middle should not get set. OTOH, it
1210 * may be possible for the faces to match but be different objects. 1103 * may be possible for the faces to match but be different objects.
1211 */ 1104 */
1212 if (top == middle) 1105 if (top == middle)
1213 middle = blank_face; 1106 middle = 0;
1214 1107
1215 /* There are three posibilities at this point: 1108 /* There are three posibilities at this point:
1216 * 1) top face is set, need middle to be set. 1109 * 1) top face is set, need middle to be set.
1217 * 2) middle is set, need to set top. 1110 * 2) middle is set, need to set top.
1218 * 3) neither middle or top is set - need to set both. 1111 * 3) neither middle or top is set - need to set both.
1219 */ 1112 */
1220 1113
1221 for (tmp = last; tmp; tmp = tmp->below) 1114 for (object *tmp = last; tmp; tmp = tmp->below)
1222 { 1115 {
1223 /* Once we get to a floor, stop, since we already have a floor object */ 1116 /* Once we get to a floor, stop, since we already have a floor object */
1224 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1117 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1225 break; 1118 break;
1226 1119
1227 /* If two top faces are already set, quit processing */ 1120 /* If two top faces are already set, quit processing */
1228 if ((top != blank_face) && (middle != blank_face)) 1121 if (top && middle)
1229 break; 1122 break;
1230 1123
1231 /* Only show visible faces, unless its the editor - show all */ 1124 /* Only show visible faces */
1232 if (!tmp->invisible || editor) 1125 if (!tmp->invisible)
1233 { 1126 {
1234 /* Fill in top if needed */ 1127 /* Fill in top if needed */
1235 if (top == blank_face) 1128 if (!top)
1236 { 1129 {
1237 top = tmp->face;
1238 top_obj = tmp; 1130 top = tmp;
1239 if (top == middle) 1131 if (top == middle)
1240 middle = blank_face; 1132 middle = 0;
1241 } 1133 }
1242 else 1134 else
1243 { 1135 {
1244 /* top is already set - we should only get here if 1136 /* top is already set - we should only get here if
1245 * middle is not set 1137 * middle is not set
1246 * 1138 *
1247 * Set the middle face and break out, since there is nothing 1139 * Set the middle face and break out, since there is nothing
1248 * more to fill in. We don't check visiblity here, since 1140 * more to fill in. We don't check visiblity here, since
1249 * 1141 *
1250 */ 1142 */
1251 if (tmp->face != top) 1143 if (tmp != top)
1252 { 1144 {
1253 middle = tmp->face;
1254 middle_obj = tmp; 1145 middle = tmp;
1255 break; 1146 break;
1256 } 1147 }
1257 } 1148 }
1258 } 1149 }
1259 } 1150 }
1260 1151
1261 if (middle == floor) 1152 if (middle == floor)
1262 middle = blank_face; 1153 middle = 0;
1263 1154
1264 if (top == middle) 1155 if (top == middle)
1265 middle = blank_face; 1156 middle = 0;
1266 1157
1267 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1158#if 0
1268 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1159 faces_obj [0] = top;
1269 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1160 faces_obj [1] = middle;
1161 faces_obj [2] = floor;
1162#endif
1270} 1163}
1271 1164
1272/* this updates the orig_map->tile_map[tile_num] value after loading 1165uint64
1273 * the map. It also takes care of linking back the freshly loaded 1166mapspace::volume () const
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{ 1167{
1281 maptile *mp = orig_map->load_map_sync (orig_map->tile_path [tile_num], orig_map); 1168 uint64 vol = 0;
1282 1169
1283 if (!mp || mp->in_memory != MAP_IN_MEMORY) 1170 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1284 { 1171 vol += op->volume ();
1285 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine 1172
1286 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n", 1173 return vol;
1287 &orig_map->tile_path[tile_num], &orig_map->path); 1174}
1288 mp = new maptile (1, 1); 1175
1289 mp->alloc (); 1176maptile *
1290 mp->in_memory = MAP_IN_MEMORY; 1177maptile::tile_available (int dir, bool load)
1178{
1179 if (tile_path[dir])
1291 } 1180 {
1181 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1182 return tile_map[dir];
1292 1183
1293 int dest_tile = (tile_num + 2) % 4; 1184 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1185 return tile_map[dir];
1186 }
1294 1187
1295 orig_map->tile_map[tile_num] = mp;
1296
1297 // optimisation: back-link map to origin map if euclidean
1298 //TODO: non-euclidean maps MUST GO
1299 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1300 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1301
1302 return mp; 1188 return 0;
1303} 1189}
1304 1190
1305/* this returns TRUE if the coordinates (x,y) are out of 1191/* this returns TRUE if the coordinates (x,y) are out of
1306 * map m. This function also takes into account any 1192 * map m. This function also takes into account any
1307 * tiling considerations, loading adjacant maps as needed. 1193 * tiling considerations, loading adjacant maps as needed.
1320 if (!m) 1206 if (!m)
1321 return 0; 1207 return 0;
1322 1208
1323 if (x < 0) 1209 if (x < 0)
1324 { 1210 {
1325 if (!m->tile_path[3]) 1211 if (!m->tile_available (3))
1326 return 1; 1212 return 1;
1327 1213
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); 1214 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1332 } 1215 }
1333 1216
1334 if (x >= m->width) 1217 if (x >= m->width)
1335 { 1218 {
1336 if (!m->tile_path[1]) 1219 if (!m->tile_available (1))
1337 return 1; 1220 return 1;
1338 1221
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); 1222 return out_of_map (m->tile_map[1], x - m->width, y);
1343 } 1223 }
1344 1224
1345 if (y < 0) 1225 if (y < 0)
1346 { 1226 {
1347 if (!m->tile_path[0]) 1227 if (!m->tile_available (0))
1348 return 1; 1228 return 1;
1349 1229
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); 1230 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1354 } 1231 }
1355 1232
1356 if (y >= m->height) 1233 if (y >= m->height)
1357 { 1234 {
1358 if (!m->tile_path[2]) 1235 if (!m->tile_available (2))
1359 return 1; 1236 return 1;
1360
1361 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1362 load_and_link_tiled_map (m, 2);
1363 1237
1364 return out_of_map (m->tile_map[2], x, y - m->height); 1238 return out_of_map (m->tile_map[2], x, y - m->height);
1365 } 1239 }
1366 1240
1367 /* Simple case - coordinates are within this local 1241 /* Simple case - coordinates are within this local
1372 1246
1373/* This is basically the same as out_of_map above, but 1247/* This is basically the same as out_of_map above, but
1374 * instead we return NULL if no map is valid (coordinates 1248 * instead we return NULL if no map is valid (coordinates
1375 * out of bounds and no tiled map), otherwise it returns 1249 * out of bounds and no tiled map), otherwise it returns
1376 * the map as that the coordinates are really on, and 1250 * the map as that the coordinates are really on, and
1377 * updates x and y to be the localized coordinates. 1251 * updates x and y to be the localised coordinates.
1378 * Using this is more efficient of calling out_of_map 1252 * Using this is more efficient of calling out_of_map
1379 * and then figuring out what the real map is 1253 * and then figuring out what the real map is
1380 */ 1254 */
1381maptile * 1255maptile *
1382get_map_from_coord (maptile *m, sint16 *x, sint16 *y) 1256maptile::xy_find (sint16 &x, sint16 &y)
1383{ 1257{
1384 if (*x < 0) 1258 if (x < 0)
1385 { 1259 {
1386 if (!m->tile_path[3]) 1260 if (!tile_available (3))
1387 return 0; 1261 return 0;
1388 1262
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; 1263 x += tile_map[3]->width;
1393 return (get_map_from_coord (m->tile_map[3], x, y)); 1264 return tile_map[3]->xy_find (x, y);
1394 } 1265 }
1395 1266
1396 if (*x >= m->width) 1267 if (x >= width)
1397 { 1268 {
1398 if (!m->tile_path[1]) 1269 if (!tile_available (1))
1399 return 0; 1270 return 0;
1400 1271
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; 1272 x -= width;
1405 return (get_map_from_coord (m->tile_map[1], x, y)); 1273 return tile_map[1]->xy_find (x, y);
1406 } 1274 }
1407 1275
1408 if (*y < 0) 1276 if (y < 0)
1409 { 1277 {
1410 if (!m->tile_path[0]) 1278 if (!tile_available (0))
1411 return 0; 1279 return 0;
1412 1280
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; 1281 y += tile_map[0]->height;
1417 return (get_map_from_coord (m->tile_map[0], x, y)); 1282 return tile_map[0]->xy_find (x, y);
1418 } 1283 }
1419 1284
1420 if (*y >= m->height) 1285 if (y >= height)
1421 { 1286 {
1422 if (!m->tile_path[2]) 1287 if (!tile_available (2))
1423 return 0; 1288 return 0;
1424 1289
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; 1290 y -= height;
1429 return (get_map_from_coord (m->tile_map[2], x, y)); 1291 return tile_map[2]->xy_find (x, y);
1430 } 1292 }
1431 1293
1432 /* Simple case - coordinates are within this local 1294 /* Simple case - coordinates are within this local
1433 * map. 1295 * map.
1434 */ 1296 */
1435 return m; 1297 return this;
1436} 1298}
1437 1299
1438/** 1300/**
1439 * Return whether map2 is adjacent to map1. If so, store the distance from 1301 * Return whether map2 is adjacent to map1. If so, store the distance from
1440 * map1 to map2 in dx/dy. 1302 * map1 to map2 in dx/dy.
1441 */ 1303 */
1442static int 1304int
1443adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1305adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1444{ 1306{
1445 if (!map1 || !map2) 1307 if (!map1 || !map2)
1446 return 0; 1308 return 0;
1447 1309
1310 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1311 //fix: compare paths instead (this is likely faster, too!)
1448 if (map1 == map2) 1312 if (map1 == map2)
1449 { 1313 {
1450 *dx = 0; 1314 *dx = 0;
1451 *dy = 0; 1315 *dy = 0;
1452 } 1316 }
1512 } 1376 }
1513 else 1377 else
1514 return 0; 1378 return 0;
1515 1379
1516 return 1; 1380 return 1;
1381}
1382
1383maptile *
1384maptile::xy_load (sint16 &x, sint16 &y)
1385{
1386 maptile *map = xy_find (x, y);
1387
1388 if (map)
1389 map->load_sync ();
1390
1391 return map;
1392}
1393
1394maptile *
1395get_map_from_coord (maptile *m, sint16 *x, sint16 *y)
1396{
1397 return m->xy_load (*x, *y);
1517} 1398}
1518 1399
1519/* From map.c 1400/* From map.c
1520 * This is used by get_player to determine where the other 1401 * This is used by get_player to determine where the other
1521 * creature is. get_rangevector takes into account map tiling, 1402 * creature is. get_rangevector takes into account map tiling,
1522 * so you just can not look the the map coordinates and get the 1403 * so you just can not look the the map coordinates and get the
1523 * righte value. distance_x/y are distance away, which 1404 * righte value. distance_x/y are distance away, which
1524 * can be negativbe. direction is the crossfire direction scheme 1405 * can be negative. direction is the crossfire direction scheme
1525 * that the creature should head. part is the part of the 1406 * that the creature should head. part is the part of the
1526 * monster that is closest. 1407 * monster that is closest.
1527 * 1408 *
1528 * get_rangevector looks at op1 and op2, and fills in the 1409 * get_rangevector looks at op1 and op2, and fills in the
1529 * structure for op1 to get to op2. 1410 * structure for op1 to get to op2.
1540get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1421get_rangevector (object *op1, object *op2, rv_vector * retval, int flags)
1541{ 1422{
1542 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1423 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1543 { 1424 {
1544 /* be conservative and fill in _some_ data */ 1425 /* be conservative and fill in _some_ data */
1545 retval->distance = 100000; 1426 retval->distance = 10000;
1546 retval->distance_x = 32767; 1427 retval->distance_x = 10000;
1547 retval->distance_y = 32767; 1428 retval->distance_y = 10000;
1548 retval->direction = 0; 1429 retval->direction = 0;
1549 retval->part = 0; 1430 retval->part = 0;
1550 } 1431 }
1551 else 1432 else
1552 { 1433 {
1557 1438
1558 best = op1; 1439 best = op1;
1559 /* If this is multipart, find the closest part now */ 1440 /* If this is multipart, find the closest part now */
1560 if (!(flags & 0x1) && op1->more) 1441 if (!(flags & 0x1) && op1->more)
1561 { 1442 {
1562 object *tmp;
1563 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1443 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1564 1444
1565 /* we just take the offset of the piece to head to figure 1445 /* we just take the offset of the piece to head to figure
1566 * distance instead of doing all that work above again 1446 * distance instead of doing all that work above again
1567 * since the distance fields we set above are positive in the 1447 * since the distance fields we set above are positive in the
1568 * same axis as is used for multipart objects, the simply arithmetic 1448 * same axis as is used for multipart objects, the simply arithmetic
1569 * below works. 1449 * below works.
1570 */ 1450 */
1571 for (tmp = op1->more; tmp != NULL; tmp = tmp->more) 1451 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1572 { 1452 {
1573 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1453 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) +
1574 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1454 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y);
1575 if (tmpi < best_distance) 1455 if (tmpi < best_distance)
1576 { 1456 {
1577 best_distance = tmpi; 1457 best_distance = tmpi;
1578 best = tmp; 1458 best = tmp;
1579 } 1459 }
1580 } 1460 }
1461
1581 if (best != op1) 1462 if (best != op1)
1582 { 1463 {
1583 retval->distance_x += op1->x - best->x; 1464 retval->distance_x += op1->x - best->x;
1584 retval->distance_y += op1->y - best->y; 1465 retval->distance_y += op1->y - best->y;
1585 } 1466 }
1586 } 1467 }
1468
1587 retval->part = best; 1469 retval->part = best;
1588 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1470 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1589 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1471 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1590 } 1472 }
1591} 1473}
1592 1474
1593/* this is basically the same as get_rangevector above, but instead of 1475/* this is basically the same as get_rangevector above, but instead of
1598 * flags has no meaning for this function at this time - I kept it in to 1480 * 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 1481 * 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 1482 * for something in the future. Also, since no object is pasted, the best
1601 * field of the rv_vector is set to NULL. 1483 * field of the rv_vector is set to NULL.
1602 */ 1484 */
1603
1604void 1485void
1605get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector * retval, int flags) 1486get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1606{ 1487{
1607 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1488 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1608 { 1489 {
1609 /* be conservative and fill in _some_ data */ 1490 /* be conservative and fill in _some_ data */
1610 retval->distance = 100000; 1491 retval->distance = 100000;
1616 else 1497 else
1617 { 1498 {
1618 retval->distance_x += op2->x - x; 1499 retval->distance_x += op2->x - x;
1619 retval->distance_y += op2->y - y; 1500 retval->distance_y += op2->y - y;
1620 1501
1621 retval->part = NULL; 1502 retval->part = 0;
1622 retval->distance = isqrt (retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y); 1503 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1623 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1504 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1624 } 1505 }
1625} 1506}
1626 1507
1627/* Returns true of op1 and op2 are effectively on the same map 1508/* Returns true of op1 and op2 are effectively on the same map
1641} 1522}
1642 1523
1643object * 1524object *
1644maptile::insert (object *op, int x, int y, object *originator, int flags) 1525maptile::insert (object *op, int x, int y, object *originator, int flags)
1645{ 1526{
1646 if (!op->flag [FLAG_REMOVED])
1647 op->remove ();
1648
1649 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1527 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1650} 1528}
1651 1529
1530region *
1531maptile::region (int x, int y) const
1532{
1533 if (regions
1534 && regionmap
1535 && !OUT_OF_REAL_MAP (this, x, y))
1536 if (struct region *reg = regionmap [regions [y * width + x]])
1537 return reg;
1538
1539 if (default_region)
1540 return default_region;
1541
1542 return ::region::default_region ();
1543}
1544
1545/* picks a random object from a style map.
1546 */
1547object *
1548maptile::pick_random_object (rand_gen &gen) const
1549{
1550 /* while returning a null object will result in a crash, that
1551 * is actually preferable to an infinite loop. That is because
1552 * most servers will automatically restart in case of crash.
1553 * Change the logic on getting the random space - shouldn't make
1554 * any difference, but this seems clearer to me.
1555 */
1556 for (int i = 1000; --i;)
1557 {
1558 object *pick = at (gen (width), gen (height)).bot;
1559
1560 // do not prefer big monsters just because they are big.
1561 if (pick && pick->is_head ())
1562 return pick->head_ ();
1563 }
1564
1565 // instead of crashing in the unlikely(?) case, try to return *something*
1566 return archetype::find ("bug");
1567}
1568
1569void
1570maptile::play_sound (faceidx sound, int x, int y) const
1571{
1572 if (!sound)
1573 return;
1574
1575 for_all_players_on_map (pl, this)
1576 if (client *ns = pl->ns)
1577 {
1578 int dx = x - pl->ob->x;
1579 int dy = y - pl->ob->y;
1580
1581 int distance = idistance (dx, dy);
1582
1583 if (distance <= MAX_SOUND_DISTANCE)
1584 ns->play_sound (sound, dx, dy);
1585 }
1586}
1587
1588void
1589maptile::say_msg (const char *msg, int x, int y) const
1590{
1591 for_all_players (pl)
1592 if (client *ns = pl->ns)
1593 {
1594 int dx = x - pl->ob->x;
1595 int dy = y - pl->ob->y;
1596
1597 int distance = idistance (dx, dy);
1598
1599 if (distance <= MAX_SOUND_DISTANCE)
1600 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1601 }
1602}
1603
1604static void
1605split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1606{
1607 // clip to map to the left
1608 if (x0 < 0)
1609 {
1610 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1611 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1612
1613 if (x1 < 0) // entirely to the left
1614 return;
1615
1616 x0 = 0;
1617 }
1618
1619 // clip to map to the right
1620 if (x1 > m->width)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1623 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1624
1625 if (x0 > m->width) // entirely to the right
1626 return;
1627
1628 x1 = m->width;
1629 }
1630
1631 // clip to map above
1632 if (y0 < 0)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_UP, 1))
1635 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1636
1637 if (y1 < 0) // entirely above
1638 return;
1639
1640 y0 = 0;
1641 }
1642
1643 // clip to map below
1644 if (y1 > m->height)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1647 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1648
1649 if (y0 > m->height) // entirely below
1650 return;
1651
1652 y1 = m->height;
1653 }
1654
1655 // if we get here, the rect is within the current map
1656 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1657
1658 r->m = m;
1659 r->x0 = x0;
1660 r->y0 = y0;
1661 r->x1 = x1;
1662 r->y1 = y1;
1663 r->dx = dx;
1664 r->dy = dy;
1665}
1666
1667maprect *
1668maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1669{
1670 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1671 buf.clear ();
1672
1673 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1674
1675 // add end marker
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677 r->m = 0;
1678
1679 return (maprect *)buf.linearise ();
1680}
1681

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