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Comparing deliantra/server/common/map.C (file contents):
Revision 1.96 by root, Thu Mar 15 14:23:02 2007 UTC vs.
Revision 1.192 by root, Sun Apr 18 05:57:58 2010 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "funcpoint.h"
29
30#include "loader.h"
31
32#include "path.h" 28#include "path.h"
33 29
34/* 30//+GPL
35 * This makes a path absolute outside the world of Crossfire.
36 * In other words, it prepends LIBDIR/MAPDIR/ to the given path
37 * and returns the pointer to a static array containing the result.
38 * it really should be called create_mapname
39 */
40const char *
41create_pathname (const char *name)
42{
43 static char buf[8192];
44 snprintf (buf, sizeof (buf), "%s/%s/%s", settings.datadir, settings.mapdir, name);
45 return buf;
46}
47 31
48/* 32sint8 maptile::outdoor_darkness;
49 * This function checks if a file with the given path exists.
50 * -1 is returned if it fails, otherwise the mode of the file
51 * is returned.
52 * It tries out all the compression suffixes listed in the uncomp[] array.
53 *
54 * If prepend_dir is set, then we call create_pathname (which prepends
55 * libdir & mapdir). Otherwise, we assume the name given is fully
56 * complete.
57 * Only the editor actually cares about the writablity of this -
58 * the rest of the code only cares that the file is readable.
59 * when the editor goes away, the call to stat should probably be
60 * replaced by an access instead (similar to the windows one, but
61 * that seems to be missing the prepend_dir processing
62 */
63int
64check_path (const char *name, int prepend_dir)
65{
66 char buf[MAX_BUF];
67
68 char *endbuf;
69 struct stat statbuf;
70 int mode = 0;
71
72 if (prepend_dir)
73 assign (buf, create_pathname (name));
74 else
75 assign (buf, name);
76
77 /* old method (strchr(buf, '\0')) seemd very odd to me -
78 * this method should be equivalant and is clearer.
79 * Can not use strcat because we need to cycle through
80 * all the names.
81 */
82 endbuf = buf + strlen (buf);
83
84 if (stat (buf, &statbuf))
85 return -1;
86 if (!S_ISREG (statbuf.st_mode))
87 return (-1);
88
89 if (((statbuf.st_mode & S_IRGRP) && getegid () == statbuf.st_gid) ||
90 ((statbuf.st_mode & S_IRUSR) && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IROTH))
91 mode |= 4;
92
93 if ((statbuf.st_mode & S_IWGRP && getegid () == statbuf.st_gid) ||
94 (statbuf.st_mode & S_IWUSR && geteuid () == statbuf.st_uid) || (statbuf.st_mode & S_IWOTH))
95 mode |= 2;
96
97 return (mode);
98}
99 33
100/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
101 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
102 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
103 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
138 * by the caller. 72 * by the caller.
139 */ 73 */
140int 74int
141blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
142{ 76{
143 object *tmp;
144 int mflags, blocked;
145
146 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
147 * have already checked this. 78 * have already checked this.
148 */ 79 */
149 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
150 { 81 {
151 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
152 return 1; 83 return 1;
153 } 84 }
154 85
155 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
156 * directly.
157 */
158 mflags = m->at (sx, sy).flags ();
159 87
160 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
161 90
162 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
163 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
164 * things we need to do for players. 93 * things we need to do for players.
165 */ 94 */
166 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
167 return 0; 96 return 0;
168 97
169 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
170 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
171 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
172 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
173 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
174 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
175 */ 104 */
176 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked)) 105 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (ob, blocked))
177 return 0; 106 return 0;
178 107
179 if (ob->head != NULL)
180 ob = ob->head; 108 ob = ob->head_ ();
181 109
182 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
183 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
184 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
185 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
186 */ 114 */
187 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
188 { 116 {
189 117 if (OB_MOVE_BLOCK (ob, tmp))
190 /* This must be before the checks below. Code for inventory checkers. */
191 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
192 { 118 {
193 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
194 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
195 * pass through this space. 121 return 1;
196 */ 122 else
197 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
198 { 126 {
199 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
200 return 1; 131 return 1;
201 else 132 }
202 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
203 } 142 }
204 else 143 else
205 { 144 return 1; // unconditional block
206 /* In this case, the player must not have the object - 145
207 * if they do, they can't pass through.
208 */
209 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
210 return 1;
211 else
212 continue;
213 }
214 } /* if check_inv */
215 else 146 } else {
216 { 147 // space does not block the ob, directly, but
217 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
218 * this more readable. first check - if the space blocks 149 // blocks anything
219 * movement, can't move here. 150
220 * second - if a monster, can't move there, unles it is a 151 if (tmp->flag [FLAG_ALIVE]
221 * hidden dm 152 && tmp->type != DOOR
222 */ 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
223 if (OB_MOVE_BLOCK (ob, tmp))
224 return 1;
225 if (QUERY_FLAG (tmp, FLAG_ALIVE) && tmp->head != ob && tmp != ob &&
226 tmp->type != DOOR && !(QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden))
227 return 1; 154 return 1;
228 } 155 }
229
230 } 156 }
157
231 return 0; 158 return 0;
232} 159}
233 160
234/* 161/*
235 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
236 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
237 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
238 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
239 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
240 * 167 *
241 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
242 * 169 *
243 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
244 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
255 * 182 *
256 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
257 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
258 * against the move_block values. 185 * against the move_block values.
259 */ 186 */
260int 187bool
261ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
262{ 189{
263 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
264 int flag;
265 maptile *m1;
266 sint16 sx, sy;
267
268 if (!ob)
269 {
270 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
271 if (flag & P_OUT_OF_MAP)
272 return P_OUT_OF_MAP;
273
274 /* don't have object, so don't know what types would block */
275 return m1->at (sx, sy).move_block;
276 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
277 193
278 for (tmp = ob->arch; tmp; tmp = tmp->more) 194 if (!pos.normalise ())
279 { 195 return 1;
280 flag = get_map_flags (m, &m1, x + tmp->clone.x, y + tmp->clone.y, &sx, &sy);
281 196
282 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
283 return P_OUT_OF_MAP; 198
284 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
285 return P_IS_ALIVE; 200 return 1;
286 201
287 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
288 203 * (signifying non-moving objects)
289 /* find_first_free_spot() calls this function. However, often
290 * ob doesn't have any move type (when used to place exits)
291 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
292 */ 205 */
293
294 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
295 continue; 207 continue;
296 208
297 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
298 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
299 */ 211 */
300 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
301 return P_NO_PASS; 213 return 1;
302 } 214 }
303 215
304 return 0; 216 return 0;
305} 217}
306 218
307/* When the map is loaded, load_object does not actually insert objects 219//-GPL
308 * into inventory, but just links them. What this does is go through
309 * and insert them properly.
310 * The object 'container' is the object that contains the inventory.
311 * This is needed so that we can update the containers weight.
312 */
313void
314fix_container (object *container)
315{
316 object *tmp = container->inv, *next;
317
318 container->inv = 0;
319 while (tmp)
320 {
321 next = tmp->below;
322 if (tmp->inv)
323 fix_container (tmp);
324
325 insert_ob_in_ob (tmp, container);
326 tmp = next;
327 }
328
329 /* sum_weight will go through and calculate what all the containers are
330 * carrying.
331 */
332 sum_weight (container);
333}
334 220
335void 221void
336maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
337{ 223{
338 if (!spaces) 224 if (!spaces)
341 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
342 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
343 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
344} 230}
345 231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
259
346/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
347 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
348 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
349 * they are saved). We do have to look for the old maps that did save 263 * they are saved).
350 * the more sections and not re-add sections for them.
351 */ 264 */
352void 265void
353maptile::link_multipart_objects () 266maptile::link_multipart_objects ()
354{ 267{
355 if (!spaces) 268 if (!spaces)
356 return; 269 return;
357 270
358 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 271 for (mapspace *ms = spaces + size (); ms-- > spaces; )
359 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 272 {
273 object *op = ms->bot;
274 while (op)
360 { 275 {
361 /* already multipart - don't do anything more */ 276 /* already multipart - don't do anything more */
362 if (!tmp->head && !tmp->more) 277 if (op->head_ () == op && !op->more && op->arch->more)
363 {
364 /* If there is nothing more to this object, this for loop
365 * won't do anything.
366 */
367 archetype *at;
368 object *last, *op;
369 for (at = tmp->arch->more, last = tmp;
370 at;
371 at = at->more, last = op)
372 { 278 {
373 op = arch_to_object (at); 279 op->remove ();
280 op->expand_tail ();
374 281
375 /* update x,y coordinates */ 282 // FIXME: INS_ON_TOP is just a workaround for the pentagram vs.
376 op->x += tmp->x; 283 // multi-tile monster bug, where INS_ABOVE_FLOOR_ONLY put the monsters
377 op->y += tmp->y; 284 // below the pentagrams... hopefully INS_ON_TOP doesn't break anything
378 op->head = tmp;
379 op->map = this;
380 last->more = op;
381 op->name = tmp->name;
382 op->title = tmp->title;
383
384 /* we could link all the parts onto tmp, and then just
385 * call insert_ob_in_map once, but the effect is the same,
386 * as insert_ob_in_map will call itself with each part, and
387 * the coding is simpler to just to it here with each part.
388 */
389 insert_ob_in_map (op, op->map, tmp, INS_NO_MERGE | INS_ABOVE_FLOOR_ONLY | INS_NO_WALK_ON); 285 insert (op, op->x, op->y, 0, INS_NO_MERGE | INS_ON_TOP | INS_NO_WALK_ON);
286
287 op = ms->bot; // we are mutating the mapspace too much with INS_ON_TOP
288 // so we have to reset the iteration through the mapspace
390 } 289 }
290 else
291 op = op->above;
391 } 292 }
392 } 293 }
393} 294}
295
296//-GPL
394 297
395/* 298/*
396 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
397 * file pointer. 300 * file pointer.
398 */ 301 */
399bool 302bool
400maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
401{ 304{
402 for (;;) 305 for (;;)
403 { 306 {
404 coroapi::cede_every (1000); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
405 308
406 switch (f.kw) 309 switch (f.kw)
407 { 310 {
408 case KW_arch: 311 case KW_arch:
409 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
410 { 313 {
314 // TODO: why?
411 if (op->inv) 315 if (op->inv)
412 sum_weight (op); 316 op->update_weight ();
413 317
414 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 318 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
319 {
320 // we insert manually because
321 // a) its way faster
322 // b) we remove manually, too, and there are good reasons for that
323 // c) it's correct
324 mapspace &ms = at (op->x, op->y);
325
326 op->flag [FLAG_REMOVED] = false;
327
328 op->above = 0;
329 op->below = ms.top;
330
331 *(ms.top ? &ms.top->above : &ms.bot) = op;
332
333 ms.top = op;
334 ms.flags_ = 0;
335 }
336 else
337 {
338 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
339 op->destroy ();
340 }
415 } 341 }
416 342
417 continue; 343 continue;
418 344
419 case KW_EOF: 345 case KW_EOF:
432} 358}
433 359
434void 360void
435maptile::activate () 361maptile::activate ()
436{ 362{
437 if (!spaces) 363 if (spaces)
438 return;
439
440 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 364 for (mapspace *ms = spaces + size (); ms-- > spaces; )
441 for (object *op = ms->bot; op; op = op->above) 365 for (object *op = ms->bot; op; op = op->above)
442 op->activate_recursive (); 366 op->activate_recursive ();
443} 367}
444 368
445void 369void
446maptile::deactivate () 370maptile::deactivate ()
447{ 371{
448 if (!spaces) 372 if (spaces)
449 return;
450
451 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 373 for (mapspace *ms = spaces + size (); ms-- > spaces; )
452 for (object *op = ms->bot; op; op = op->above) 374 for (object *op = ms->bot; op; op = op->above)
453 op->deactivate_recursive (); 375 op->deactivate_recursive ();
454} 376}
455 377
456bool 378bool
457maptile::_save_objects (object_freezer &f, int flags) 379maptile::_save_objects (object_freezer &f, int flags)
458{ 380{
459 static int cede_count = 0; 381 coroapi::cede_to_tick ();
460 382
461 if (flags & IO_HEADER) 383 if (flags & IO_HEADER)
462 _save_header (f); 384 _save_header (f);
463 385
464 if (!spaces) 386 if (!spaces)
465 return false; 387 return false;
466 388
467 for (int i = 0; i < size (); ++i) 389 for (int i = 0; i < size (); ++i)
468 { 390 {
469 if (cede_count >= 500)
470 {
471 cede_count = 0;
472 coroapi::cede ();
473 }
474
475 int unique = 0; 391 bool unique = 0;
392
476 for (object *op = spaces [i].bot; op; op = op->above) 393 for (object *op = spaces [i].bot; op; op = op->above)
477 { 394 {
478 // count per-object, but cede only when modification-safe
479 cede_count++;
480
481 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 395 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
482 unique = 1;
483 396
484 if (!op->can_map_save ()) 397 if (expect_false (!op->can_map_save ()))
485 continue; 398 continue;
486 399
487 if (unique || op->flag [FLAG_UNIQUE]) 400 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
488 { 401 {
489 if (flags & IO_UNIQUES) 402 if (flags & IO_UNIQUES)
490 op->write (f); 403 op->write (f);
491 } 404 }
492 else if (flags & IO_OBJECTS) 405 else if (expect_true (flags & IO_OBJECTS))
493 op->write (f); 406 op->write (f);
494 } 407 }
495 } 408 }
496 409
410 coroapi::cede_to_tick ();
411
497 return true; 412 return true;
498}
499
500bool
501maptile::_load_objects (const char *path, bool skip_header)
502{
503 object_thawer f (path);
504
505 if (!f)
506 return false;
507
508 f.next ();
509
510 if (skip_header)
511 for (;;)
512 {
513 keyword kw = f.kw;
514 f.skip ();
515 if (kw == KW_end)
516 break;
517 }
518
519 return _load_objects (f);
520} 413}
521 414
522bool 415bool
523maptile::_save_objects (const char *path, int flags) 416maptile::_save_objects (const char *path, int flags)
524{ 417{
528 return false; 421 return false;
529 422
530 return freezer.save (path); 423 return freezer.save (path);
531} 424}
532 425
533maptile::maptile () 426void
427maptile::init ()
534{ 428{
535 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
536 430
537 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
538 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
539 */ 433 */
540 width = 16; 434 width = 16;
541 height = 16; 435 height = 16;
542 timeout = 300; 436 timeout = 300;
543 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
544 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
545}
546
547maptile::maptile (int w, int h)
548{
549 in_memory = MAP_SWAPPED;
550
551 width = w;
552 height = h;
553 reset_timeout = 0; 439 reset_timeout = 0;
554 timeout = 300;
555 enter_x = 0; 440 enter_x = 0;
556 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
557 455
558 alloc (); 456 alloc ();
559} 457}
560 458
561/* 459/*
569 if (spaces) 467 if (spaces)
570 return; 468 return;
571 469
572 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
573} 471}
472
473//+GPL
574 474
575/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
576 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
577 * at a later date. 477 * at a later date.
578 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
655 return items; 555 return items;
656} 556}
657 557
658/* opposite of parse string, this puts the string that was originally fed in to 558/* opposite of parse string, this puts the string that was originally fed in to
659 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
660static void 560static const char *
661print_shop_string (maptile *m, char *output_string) 561print_shop_string (maptile *m)
662{ 562{
663 int i; 563 static dynbuf_text buf; buf.clear ();
664 char tmp[MAX_BUF];
665 564
666 strcpy (output_string, "");
667 for (i = 0; i < m->shopitems[0].index; i++) 565 for (int i = 0; i < m->shopitems[0].index; i++)
668 { 566 {
669 if (m->shopitems[i].typenum) 567 if (m->shopitems[i].typenum)
670 { 568 {
671 if (m->shopitems[i].strength) 569 if (m->shopitems[i].strength)
672 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 570 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
673 else 571 else
674 sprintf (tmp, "%s;", m->shopitems[i].name); 572 buf.printf ("%s;", m->shopitems[i].name);
675 } 573 }
676 else 574 else
677 { 575 {
678 if (m->shopitems[i].strength) 576 if (m->shopitems[i].strength)
679 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 577 buf.printf ("*:%d;", m->shopitems[i].strength);
680 else 578 else
681 sprintf (tmp, "*"); 579 buf.printf ("*");
682 } 580 }
683
684 strcat (output_string, tmp);
685 } 581 }
582
583 return buf;
686} 584}
585
586//-GPL
687 587
688/* This loads the header information of the map. The header 588/* This loads the header information of the map. The header
689 * contains things like difficulty, size, timeout, etc. 589 * contains things like difficulty, size, timeout, etc.
690 * this used to be stored in the map object, but with the 590 * this used to be stored in the map object, but with the
691 * addition of tiling, fields beyond that easily named in an 591 * addition of tiling, fields beyond that easily named in an
699bool 599bool
700maptile::_load_header (object_thawer &thawer) 600maptile::_load_header (object_thawer &thawer)
701{ 601{
702 for (;;) 602 for (;;)
703 { 603 {
704 keyword kw = thawer.get_kv ();
705
706 switch (kw) 604 switch (thawer.kw)
707 { 605 {
708 case KW_msg: 606 case KW_msg:
709 thawer.get_ml (KW_endmsg, msg); 607 thawer.get_ml (KW_endmsg, msg);
710 break; 608 break;
711 609
734 case KW_shopgreed: thawer.get (shopgreed); break; 632 case KW_shopgreed: thawer.get (shopgreed); break;
735 case KW_shopmin: thawer.get (shopmin); break; 633 case KW_shopmin: thawer.get (shopmin); break;
736 case KW_shopmax: thawer.get (shopmax); break; 634 case KW_shopmax: thawer.get (shopmax); break;
737 case KW_shoprace: thawer.get (shoprace); break; 635 case KW_shoprace: thawer.get (shoprace); break;
738 case KW_outdoor: thawer.get (outdoor); break; 636 case KW_outdoor: thawer.get (outdoor); break;
739 case KW_temp: thawer.get (temp); break;
740 case KW_pressure: thawer.get (pressure); break;
741 case KW_humid: thawer.get (humid); break;
742 case KW_windspeed: thawer.get (windspeed); break;
743 case KW_winddir: thawer.get (winddir); break;
744 case KW_sky: thawer.get (sky); break;
745 637
746 case KW_per_player: thawer.get (per_player); break; 638 case KW_per_player: thawer.get (per_player); break;
747 case KW_per_party: thawer.get (per_party); break; 639 case KW_per_party: thawer.get (per_party); break;
640 case KW_no_reset: thawer.get (no_reset); break;
641 case KW_no_drop: thawer.get (no_drop); break;
748 642
749 case KW_region: default_region = region::find (thawer.get_str ()); break; 643 case KW_region: default_region = region::find (thawer.get_str ()); break;
750 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 644 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
751 645
752 // old names new names 646 // old names new names
763 case KW_tile_path_1: thawer.get (tile_path [0]); break; 657 case KW_tile_path_1: thawer.get (tile_path [0]); break;
764 case KW_tile_path_2: thawer.get (tile_path [1]); break; 658 case KW_tile_path_2: thawer.get (tile_path [1]); break;
765 case KW_tile_path_3: thawer.get (tile_path [2]); break; 659 case KW_tile_path_3: thawer.get (tile_path [2]); break;
766 case KW_tile_path_4: thawer.get (tile_path [3]); break; 660 case KW_tile_path_4: thawer.get (tile_path [3]); break;
767 661
662 case KW_ERROR:
663 set_key_text (thawer.kw_str, thawer.value);
664 break;
665
768 case KW_end: 666 case KW_end:
667 thawer.next ();
769 return true; 668 return true;
770 669
771 default: 670 default:
772 if (!thawer.parse_error ("map", 0)) 671 if (!thawer.parse_error ("map"))
773 return false; 672 return false;
774 break; 673 break;
775 } 674 }
675
676 thawer.next ();
776 } 677 }
777 678
778 abort (); 679 abort ();
779} 680}
780 681
781bool 682//+GPL
782maptile::_load_header (const char *path)
783{
784 object_thawer thawer (path);
785
786 if (!thawer)
787 return false;
788
789 return _load_header (thawer);
790}
791 683
792/****************************************************************************** 684/******************************************************************************
793 * This is the start of unique map handling code 685 * This is the start of unique map handling code
794 *****************************************************************************/ 686 *****************************************************************************/
795 687
802 int unique = 0; 694 int unique = 0;
803 for (object *op = spaces [i].bot; op; ) 695 for (object *op = spaces [i].bot; op; )
804 { 696 {
805 object *above = op->above; 697 object *above = op->above;
806 698
807 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 699 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
808 unique = 1; 700 unique = 1;
809 701
810 if (op->head == NULL && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 702 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
811 {
812 op->destroy_inv (false);
813 op->destroy (); 703 op->destroy ();
814 }
815 704
816 op = above; 705 op = above;
817 } 706 }
818 } 707 }
819} 708}
820 709
710//-GPL
711
821bool 712bool
822maptile::_save_header (object_freezer &freezer) 713maptile::_save_header (object_freezer &freezer)
823{ 714{
824#define MAP_OUT(k) freezer.put (KW_ ## k, k) 715#define MAP_OUT(k) freezer.put (KW(k), k)
825#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 716#define MAP_OUT2(k,v) freezer.put (KW(k), v)
826 717
827 MAP_OUT2 (arch, "map"); 718 MAP_OUT2 (arch, CS(map));
828 719
829 if (name) MAP_OUT (name); 720 if (name) MAP_OUT (name);
830 MAP_OUT (swap_time); 721 MAP_OUT (swap_time);
831 MAP_OUT (reset_time); 722 MAP_OUT (reset_time);
832 MAP_OUT (reset_timeout); 723 MAP_OUT (reset_timeout);
833 MAP_OUT (fixed_resettime); 724 MAP_OUT (fixed_resettime);
725 MAP_OUT (no_reset);
726 MAP_OUT (no_drop);
834 MAP_OUT (difficulty); 727 MAP_OUT (difficulty);
835
836 if (default_region) MAP_OUT2 (region, default_region->name); 728 if (default_region) MAP_OUT2 (region, default_region->name);
837 729
838 if (shopitems) 730 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
839 {
840 char shop[MAX_BUF];
841 print_shop_string (this, shop);
842 MAP_OUT2 (shopitems, shop);
843 }
844
845 MAP_OUT (shopgreed); 731 MAP_OUT (shopgreed);
846 MAP_OUT (shopmin); 732 MAP_OUT (shopmin);
847 MAP_OUT (shopmax); 733 MAP_OUT (shopmax);
848 if (shoprace) MAP_OUT (shoprace); 734 if (shoprace) MAP_OUT (shoprace);
849 MAP_OUT (darkness); 735
850 MAP_OUT (width); 736 MAP_OUT (width);
851 MAP_OUT (height); 737 MAP_OUT (height);
852 MAP_OUT (enter_x); 738 MAP_OUT (enter_x);
853 MAP_OUT (enter_y); 739 MAP_OUT (enter_y);
854 740 MAP_OUT (darkness);
855 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
856 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
857
858 MAP_OUT (outdoor); 741 MAP_OUT (outdoor);
859 MAP_OUT (temp); 742
860 MAP_OUT (pressure); 743 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
861 MAP_OUT (humid); 744 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
862 MAP_OUT (windspeed);
863 MAP_OUT (winddir);
864 MAP_OUT (sky);
865 745
866 MAP_OUT (per_player); 746 MAP_OUT (per_player);
867 MAP_OUT (per_party); 747 MAP_OUT (per_party);
868 748
869 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 749 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
870 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 750 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
871 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 751 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
872 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 752 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
873 753
874 freezer.put (this); 754 freezer.put (this);
875 freezer.put (KW_end); 755 freezer.put (KW(end));
876 756
877 return true; 757 return true;
878} 758}
879 759
880bool 760bool
886 return false; 766 return false;
887 767
888 return freezer.save (path); 768 return freezer.save (path);
889} 769}
890 770
771//+GPL
772
891/* 773/*
892 * Remove and free all objects in the given map. 774 * Remove and free all objects in the given map.
893 */ 775 */
894void 776void
895maptile::clear () 777maptile::clear ()
896{ 778{
897 sfree (regions, size ()), regions = 0;
898 free (regionmap), regionmap = 0;
899
900 if (spaces) 779 if (spaces)
901 { 780 {
902 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 781 for (mapspace *ms = spaces + size (); ms-- > spaces; )
903 while (object *op = ms->bot) 782 while (object *op = ms->bot)
904 { 783 {
784 // manually remove, as to not trigger anything
785 if (ms->bot = op->above)
786 ms->bot->below = 0;
787
788 op->flag [FLAG_REMOVED] = true;
789
790 object *head = op->head_ ();
905 if (op->head) 791 if (op == head)
906 op = op->head;
907
908 op->destroy_inv (false);
909 op->destroy (); 792 op->destroy ();
793 else if (head->map != op->map)
794 {
795 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
796 head->destroy ();
797 }
910 } 798 }
911 799
912 sfree (spaces, size ()), spaces = 0; 800 sfree0 (spaces, size ());
913 } 801 }
914 802
915 if (buttons) 803 if (buttons)
916 free_objectlinkpt (buttons), buttons = 0; 804 free_objectlinkpt (buttons), buttons = 0;
805
806 sfree0 (regions, size ());
807 delete [] regionmap; regionmap = 0;
917} 808}
918 809
919void 810void
920maptile::clear_header () 811maptile::clear_header ()
921{ 812{
953 attachable::do_destroy (); 844 attachable::do_destroy ();
954 845
955 clear (); 846 clear ();
956} 847}
957 848
958/* 849/* decay and destroy perishable items in a map */
959 * Updates every button on the map (by calling update_button() for them). 850// TODO: should be done regularly, not on map load?
960 */
961void 851void
962maptile::update_buttons () 852maptile::do_decay_objects ()
963{ 853{
964 for (oblinkpt *obp = buttons; obp; obp = obp->next) 854 if (!spaces)
965 for (objectlink *ol = obp->link; ol; ol = ol->next) 855 return;
856
857 for (mapspace *ms = spaces + size (); ms-- > spaces; )
858 for (object *above, *op = ms->bot; op; op = above)
966 { 859 {
967 if (!ol->ob) 860 above = op->above;
861
862 // do not decay anything above unique floor tiles (yet :)
863 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
864 break;
865
866 bool destroy = 0;
867
868 if (op->flag [FLAG_IS_FLOOR]
869 || op->flag [FLAG_OBJ_ORIGINAL]
870 || op->flag [FLAG_UNIQUE]
871 || op->flag [FLAG_OVERLAY_FLOOR]
872 || op->flag [FLAG_UNPAID]
873 || op->is_alive ())
874 ; // do not decay
875 else if (op->is_weapon ())
968 { 876 {
969 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", 877 op->stats.dam--;
970 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); 878 if (op->stats.dam < 0)
971 continue; 879 destroy = 1;
972 } 880 }
973 881 else if (op->is_armor ())
974 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
975 { 882 {
976 update_button (ol->ob); 883 op->stats.ac--;
977 break; 884 if (op->stats.ac < 0)
885 destroy = 1;
978 } 886 }
887 else if (op->type == FOOD)
888 {
889 op->stats.food -= rndm (5, 20);
890 if (op->stats.food < 0)
891 destroy = 1;
892 }
893 else
894 {
895 int mat = op->materials;
896
897 if (mat & M_PAPER
898 || mat & M_LEATHER
899 || mat & M_WOOD
900 || mat & M_ORGANIC
901 || mat & M_CLOTH
902 || mat & M_LIQUID
903 || (mat & M_IRON && rndm (1, 5) == 1)
904 || (mat & M_GLASS && rndm (1, 2) == 1)
905 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
906 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
907 //|| (mat & M_ICE && temp > 32)
908 )
909 destroy = 1;
910 }
911
912 /* adjust overall chance below */
913 if (destroy && rndm (0, 1))
914 op->destroy ();
979 } 915 }
980} 916}
981 917
982/* 918/*
983 * This routine is supposed to find out the difficulty of the map. 919 * This routine is supposed to find out the difficulty of the map.
984 * difficulty does not have a lot to do with character level, 920 * difficulty does not have a lot to do with character level,
985 * but does have a lot to do with treasure on the map. 921 * but does have a lot to do with treasure on the map.
986 * 922 *
987 * Difficulty can now be set by the map creature. If the value stored 923 * Difficulty can now be set by the map creator. If the value stored
988 * in the map is zero, then use this routine. Maps should really 924 * in the map is zero, then use this routine. Maps should really
989 * have a difficulty set than using this function - human calculation 925 * have a difficulty set rather than using this function - human calculation
990 * is much better than this functions guesswork. 926 * is much better than this function's guesswork.
991 */ 927 */
992int 928int
993maptile::estimate_difficulty () const 929maptile::estimate_difficulty () const
994{ 930{
995 long monster_cnt = 0; 931 long monster_cnt = 0;
997 sint64 total_exp = 0; 933 sint64 total_exp = 0;
998 934
999 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 935 for (mapspace *ms = spaces + size (); ms-- > spaces; )
1000 for (object *op = ms->bot; op; op = op->above) 936 for (object *op = ms->bot; op; op = op->above)
1001 { 937 {
1002 if (QUERY_FLAG (op, FLAG_MONSTER)) 938 if (op->flag [FLAG_MONSTER])
1003 { 939 {
1004 total_exp += op->stats.exp; 940 total_exp += op->stats.exp;
1005 monster_cnt++; 941 monster_cnt++;
1006 } 942 }
1007 943
1008 if (QUERY_FLAG (op, FLAG_GENERATOR)) 944 if (op->flag [FLAG_GENERATOR])
1009 { 945 {
1010 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
1011 947
1012 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 948 if (archetype *at = op->other_arch)
949 {
1013 total_exp += at->clone.stats.exp * 8; 950 total_exp += at->stats.exp * 8;
1014
1015 monster_cnt++; 951 monster_cnt++;
952 }
953
954 for (object *inv = op->inv; inv; inv = inv->below)
955 {
956 total_exp += op->stats.exp * 8;
957 monster_cnt++;
958 }
1016 } 959 }
1017 } 960 }
1018 961
1019 avgexp = (double) total_exp / monster_cnt; 962 avgexp = (double) total_exp / monster_cnt;
1020 963
1033 * postive values make it darker, negative make it brighter 976 * postive values make it darker, negative make it brighter
1034 */ 977 */
1035int 978int
1036maptile::change_map_light (int change) 979maptile::change_map_light (int change)
1037{ 980{
1038 int new_level = darkness + change;
1039
1040 /* Nothing to do */ 981 /* Nothing to do */
1041 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 982 if (!change)
1042 return 0; 983 return 0;
1043 984
1044 /* inform all players on the map */ 985 /* inform all players on the map */
1045 if (change > 0) 986 if (change > 0)
1046 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 987 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1047 else 988 else
1048 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 989 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1049 990
1050 /* Do extra checking. since darkness is a unsigned value, 991 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1051 * we need to be extra careful about negative values.
1052 * In general, the checks below are only needed if change
1053 * is not +/-1
1054 */
1055 if (new_level < 0)
1056 darkness = 0;
1057 else if (new_level >= MAX_DARKNESS)
1058 darkness = MAX_DARKNESS;
1059 else
1060 darkness = new_level;
1061 992
1062 /* All clients need to get re-updated for the change */ 993 /* All clients need to get re-updated for the change */
1063 update_all_map_los (this); 994 update_all_map_los (this);
995
1064 return 1; 996 return 1;
1065} 997}
1066 998
1067/* 999/*
1068 * This function updates various attributes about a specific space 1000 * This function updates various attributes about a specific space
1071 * through, etc) 1003 * through, etc)
1072 */ 1004 */
1073void 1005void
1074mapspace::update_ () 1006mapspace::update_ ()
1075{ 1007{
1076 object *tmp, *last = 0; 1008 object *last = 0;
1077 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1009 uint8 flags = P_UPTODATE;
1010 sint8 light = 0;
1078 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1011 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1012 uint64_t volume = 0;
1013 uint32_t items = 0;
1014 object *anywhere = 0;
1015 uint8_t middle_visibility = 0;
1079 1016
1080 //object *middle = 0; 1017 //object *middle = 0;
1081 //object *top = 0; 1018 //object *top = 0;
1082 //object *floor = 0; 1019 //object *floor = 0;
1083 // this seems to generate better code than using locals, above 1020 // this seems to generate better code than using locals, above
1084 object *&top = faces_obj[0] = 0; 1021 object *&top = faces_obj[0] = 0;
1085 object *&middle = faces_obj[1] = 0; 1022 object *&middle = faces_obj[1] = 0;
1086 object *&floor = faces_obj[2] = 0; 1023 object *&floor = faces_obj[2] = 0;
1087 1024
1025 object::flags_t allflags; // all flags of all objects or'ed together
1026
1088 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1027 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1089 { 1028 {
1090 /* This could be made additive I guess (two lights better than 1029 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1091 * one). But if so, it shouldn't be a simple additive - 2
1092 * light bulbs do not illuminate twice as far as once since
1093 * it is a dissapation factor that is cubed.
1094 */
1095 if (tmp->glow_radius > light)
1096 light = tmp->glow_radius; 1030 light += tmp->glow_radius;
1097 1031
1098 /* This call is needed in order to update objects the player 1032 /* This call is needed in order to update objects the player
1099 * is standing in that have animations (ie, grass, fire, etc). 1033 * is standing in that have animations (ie, grass, fire, etc).
1100 * However, it also causes the look window to be re-drawn 1034 * However, it also causes the look window to be re-drawn
1101 * 3 times each time the player moves, because many of the 1035 * 3 times each time the player moves, because many of the
1102 * functions the move_player calls eventualy call this. 1036 * functions the move_player calls eventualy call this.
1103 * 1037 *
1104 * Always put the player down for drawing. 1038 * Always put the player down for drawing.
1105 */ 1039 */
1106 if (!tmp->invisible) 1040 if (expect_true (!tmp->invisible))
1107 { 1041 {
1108 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1042 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1109 top = tmp; 1043 top = tmp;
1110 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1044 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1111 { 1045 {
1112 /* If we got a floor, that means middle and top were below it, 1046 /* If we got a floor, that means middle and top were below it,
1113 * so should not be visible, so we clear them. 1047 * so should not be visible, so we clear them.
1114 */ 1048 */
1115 middle = 0; 1049 middle = 0;
1116 top = 0; 1050 top = 0;
1117 floor = tmp; 1051 floor = tmp;
1052 volume = 0;
1053 items = 0;
1118 } 1054 }
1119 /* Flag anywhere have high priority */ 1055 else
1120 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1121 { 1056 {
1057 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1058 {
1059 ++items;
1060 volume += tmp->volume ();
1061 }
1062
1063 /* Flag anywhere have high priority */
1064 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1065 anywhere = tmp;
1066
1067 /* Find the highest visible face around. If equal
1068 * visibilities, we still want the one nearer to the
1069 * top
1070 */
1071 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1072 {
1073 middle_visibility = ::faces [tmp->face].visibility;
1122 middle = tmp; 1074 middle = tmp;
1123 anywhere = 1; 1075 }
1124 } 1076 }
1125 /* Find the highest visible face around. If equal
1126 * visibilities, we still want the one nearer to the
1127 * top
1128 */
1129 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1130 middle = tmp;
1131 }
1132
1133 if (tmp == tmp->above)
1134 {
1135 LOG (llevError, "Error in structure of map\n");
1136 exit (-1);
1137 } 1077 }
1138 1078
1139 move_slow |= tmp->move_slow; 1079 move_slow |= tmp->move_slow;
1140 move_block |= tmp->move_block; 1080 move_block |= tmp->move_block;
1141 move_on |= tmp->move_on; 1081 move_on |= tmp->move_on;
1142 move_off |= tmp->move_off; 1082 move_off |= tmp->move_off;
1143 move_allow |= tmp->move_allow; 1083 move_allow |= tmp->move_allow;
1144 1084
1145 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1085 allflags |= tmp->flag;
1146 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1086
1147 if (tmp->type == PLAYER) flags |= P_PLAYER; 1087 if (tmp->type == PLAYER) flags |= P_PLAYER;
1148 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1088 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1149 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1150 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1151 } 1089 }
1152 1090
1153 this->light = light; 1091 // FLAG_SEE_ANYWHERE takes precedence
1092 if (anywhere)
1093 middle = anywhere;
1094
1095 // ORing all flags together and checking them here is much faster
1096 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1097 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1098 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1099 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1100
1101 this->light = min (light, MAX_LIGHT_RADIUS);
1154 this->flags_ = flags; 1102 this->flags_ = flags;
1155 this->move_block = move_block & ~move_allow; 1103 this->move_block = move_block & ~move_allow;
1156 this->move_on = move_on; 1104 this->move_on = move_on;
1157 this->move_off = move_off; 1105 this->move_off = move_off;
1158 this->move_slow = move_slow; 1106 this->move_slow = move_slow;
1107 this->volume_ = (volume + 1023) / 1024;
1108 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1159 1109
1160 /* At this point, we have a floor face (if there is a floor), 1110 /* At this point, we have a floor face (if there is a floor),
1161 * and the floor is set - we are not going to touch it at 1111 * and the floor is set - we are not going to touch it at
1162 * this point. 1112 * this point.
1163 * middle contains the highest visibility face. 1113 * middle contains the highest visibility face.
1178 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1179 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1180 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1181 */ 1131 */
1182 1132
1183 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1184 { 1134 {
1185 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1186 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (tmp->flag [FLAG_IS_FLOOR])
1187 break; 1137 break;
1188 1138
1189 /* If two top faces are already set, quit processing */ 1139 /* If two top faces are already set, quit processing */
1190 if (top && middle) 1140 if (top && middle)
1191 break; 1141 break;
1229 faces_obj [1] = middle; 1179 faces_obj [1] = middle;
1230 faces_obj [2] = floor; 1180 faces_obj [2] = floor;
1231#endif 1181#endif
1232} 1182}
1233 1183
1234uint64 1184maptile *
1235mapspace::volume () const 1185maptile::tile_available (int dir, bool load)
1236{ 1186{
1237 uint64 vol = 0; 1187 if (tile_path[dir])
1238
1239 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1240 vol += op->volume ();
1241
1242 return vol;
1243}
1244
1245/* this updates the orig_map->tile_map[tile_num] value after finding
1246 * the map. It also takes care of linking back the freshly found
1247 * maps tile_map values if it tiles back to this one. It returns
1248 * the value of orig_map->tile_map[tile_num].
1249 */
1250static inline maptile *
1251find_and_link (maptile *orig_map, int tile_num)
1252{
1253 maptile *mp = orig_map->tile_map [tile_num];
1254
1255 if (!mp)
1256 {
1257 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1258
1259 if (!mp)
1260 {
1261 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1262 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1263 &orig_map->tile_path[tile_num], &orig_map->path);
1264 mp = new maptile (1, 1);
1265 mp->alloc ();
1266 mp->in_memory = MAP_IN_MEMORY;
1267 }
1268 } 1188 {
1189 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1190 return tile_map[dir];
1269 1191
1270 int dest_tile = (tile_num + 2) % 4; 1192 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1193 return tile_map[dir];
1194 }
1271 1195
1272 orig_map->tile_map [tile_num] = mp;
1273
1274 // optimisation: back-link map to origin map if euclidean
1275 //TODO: non-euclidean maps MUST GO
1276 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1277 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1278
1279 return mp; 1196 return 0;
1280}
1281
1282static inline void
1283load_and_link (maptile *orig_map, int tile_num)
1284{
1285 find_and_link (orig_map, tile_num)->load_sync ();
1286} 1197}
1287 1198
1288/* this returns TRUE if the coordinates (x,y) are out of 1199/* this returns TRUE if the coordinates (x,y) are out of
1289 * map m. This function also takes into account any 1200 * map m. This function also takes into account any
1290 * tiling considerations, loading adjacant maps as needed. 1201 * tiling considerations, loading adjacant maps as needed.
1303 if (!m) 1214 if (!m)
1304 return 0; 1215 return 0;
1305 1216
1306 if (x < 0) 1217 if (x < 0)
1307 { 1218 {
1308 if (!m->tile_path[3]) 1219 if (!m->tile_available (3))
1309 return 1; 1220 return 1;
1310 1221
1311 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1312 find_and_link (m, 3);
1313
1314 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1222 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1315 } 1223 }
1316 1224
1317 if (x >= m->width) 1225 if (x >= m->width)
1318 { 1226 {
1319 if (!m->tile_path[1]) 1227 if (!m->tile_available (1))
1320 return 1; 1228 return 1;
1321 1229
1322 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1323 find_and_link (m, 1);
1324
1325 return out_of_map (m->tile_map[1], x - m->width, y); 1230 return out_of_map (m->tile_map[1], x - m->width, y);
1326 } 1231 }
1327 1232
1328 if (y < 0) 1233 if (y < 0)
1329 { 1234 {
1330 if (!m->tile_path[0]) 1235 if (!m->tile_available (0))
1331 return 1; 1236 return 1;
1332 1237
1333 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1334 find_and_link (m, 0);
1335
1336 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1238 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1337 } 1239 }
1338 1240
1339 if (y >= m->height) 1241 if (y >= m->height)
1340 { 1242 {
1341 if (!m->tile_path[2]) 1243 if (!m->tile_available (2))
1342 return 1; 1244 return 1;
1343
1344 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1345 find_and_link (m, 2);
1346 1245
1347 return out_of_map (m->tile_map[2], x, y - m->height); 1246 return out_of_map (m->tile_map[2], x, y - m->height);
1348 } 1247 }
1349 1248
1350 /* Simple case - coordinates are within this local 1249 /* Simple case - coordinates are within this local
1364maptile * 1263maptile *
1365maptile::xy_find (sint16 &x, sint16 &y) 1264maptile::xy_find (sint16 &x, sint16 &y)
1366{ 1265{
1367 if (x < 0) 1266 if (x < 0)
1368 { 1267 {
1369 if (!tile_path[3]) 1268 if (!tile_available (3))
1370 return 0; 1269 return 0;
1371 1270
1372 find_and_link (this, 3);
1373 x += tile_map[3]->width; 1271 x += tile_map[3]->width;
1374 return tile_map[3]->xy_find (x, y); 1272 return tile_map[3]->xy_find (x, y);
1375 } 1273 }
1376 1274
1377 if (x >= width) 1275 if (x >= width)
1378 { 1276 {
1379 if (!tile_path[1]) 1277 if (!tile_available (1))
1380 return 0; 1278 return 0;
1381 1279
1382 find_and_link (this, 1);
1383 x -= width; 1280 x -= width;
1384 return tile_map[1]->xy_find (x, y); 1281 return tile_map[1]->xy_find (x, y);
1385 } 1282 }
1386 1283
1387 if (y < 0) 1284 if (y < 0)
1388 { 1285 {
1389 if (!tile_path[0]) 1286 if (!tile_available (0))
1390 return 0; 1287 return 0;
1391 1288
1392 find_and_link (this, 0);
1393 y += tile_map[0]->height; 1289 y += tile_map[0]->height;
1394 return tile_map[0]->xy_find (x, y); 1290 return tile_map[0]->xy_find (x, y);
1395 } 1291 }
1396 1292
1397 if (y >= height) 1293 if (y >= height)
1398 { 1294 {
1399 if (!tile_path[2]) 1295 if (!tile_available (2))
1400 return 0; 1296 return 0;
1401 1297
1402 find_and_link (this, 2);
1403 y -= height; 1298 y -= height;
1404 return tile_map[2]->xy_find (x, y); 1299 return tile_map[2]->xy_find (x, y);
1405 } 1300 }
1406 1301
1407 /* Simple case - coordinates are within this local 1302 /* Simple case - coordinates are within this local
1418adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1313adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1419{ 1314{
1420 if (!map1 || !map2) 1315 if (!map1 || !map2)
1421 return 0; 1316 return 0;
1422 1317
1423 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1318 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1424 //fix: compare paths instead (this is likely faster, too!) 1319 //fix: compare paths instead (this is likely faster, too!)
1425 if (map1 == map2) 1320 if (map1 == map2)
1426 { 1321 {
1427 *dx = 0; 1322 *dx = 0;
1428 *dy = 0; 1323 *dy = 0;
1529 * 1424 *
1530 * currently, the only flag supported (0x1) is don't translate for 1425 * currently, the only flag supported (0x1) is don't translate for
1531 * closest body part of 'op1' 1426 * closest body part of 'op1'
1532 */ 1427 */
1533void 1428void
1534get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1429get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1535{ 1430{
1536 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1431 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1537 { 1432 {
1538 /* be conservative and fill in _some_ data */ 1433 /* be conservative and fill in _some_ data */
1539 retval->distance = 10000; 1434 retval->distance = 10000;
1540 retval->distance_x = 10000; 1435 retval->distance_x = 10000;
1541 retval->distance_y = 10000; 1436 retval->distance_y = 10000;
1542 retval->direction = 0; 1437 retval->direction = 0;
1543 retval->part = 0; 1438 retval->part = 0;
1544 } 1439 }
1545 else 1440 else
1546 { 1441 {
1547 object *best;
1548
1549 retval->distance_x += op2->x - op1->x; 1442 retval->distance_x += op2->x - op1->x;
1550 retval->distance_y += op2->y - op1->y; 1443 retval->distance_y += op2->y - op1->y;
1551 1444
1552 best = op1; 1445 object *best = op1;
1446
1553 /* If this is multipart, find the closest part now */ 1447 /* If this is multipart, find the closest part now */
1554 if (!(flags & 0x1) && op1->more) 1448 if (!(flags & 1) && op1->more)
1555 { 1449 {
1556 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1450 int best_distance = idistance (retval->distance_x, retval->distance_y);
1557 1451
1558 /* we just take the offset of the piece to head to figure 1452 /* we just take the offset of the piece to head to figure
1559 * distance instead of doing all that work above again 1453 * distance instead of doing all that work above again
1560 * since the distance fields we set above are positive in the 1454 * since the distance fields we set above are positive in the
1561 * same axis as is used for multipart objects, the simply arithmetic 1455 * same axis as is used for multipart objects, the simply arithmetic
1562 * below works. 1456 * below works.
1563 */ 1457 */
1564 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1458 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1565 { 1459 {
1566 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1460 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1567 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1461
1568 if (tmpi < best_distance) 1462 if (tmpi < best_distance)
1569 { 1463 {
1570 best_distance = tmpi; 1464 best_distance = tmpi;
1571 best = tmp; 1465 best = tmp;
1572 } 1466 }
1573 } 1467 }
1574 1468
1575 if (best != op1) 1469 if (best != op1)
1576 { 1470 {
1577 retval->distance_x += op1->x - best->x; 1471 retval->distance_x += op1->x - best->x;
1578 retval->distance_y += op1->y - best->y; 1472 retval->distance_y += op1->y - best->y;
1579 } 1473 }
1580 } 1474 }
1581 1475
1582 retval->part = best; 1476 retval->part = best;
1583 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1477 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1584 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1478 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1585 } 1479 }
1586} 1480}
1587 1481
1588/* this is basically the same as get_rangevector above, but instead of 1482/* this is basically the same as get_rangevector above, but instead of
1610 else 1504 else
1611 { 1505 {
1612 retval->distance_x += op2->x - x; 1506 retval->distance_x += op2->x - x;
1613 retval->distance_y += op2->y - y; 1507 retval->distance_y += op2->y - y;
1614 1508
1615 retval->part = NULL; 1509 retval->part = 0;
1616 retval->distance = idistance (retval->distance_x, retval->distance_y); 1510 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1617 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1511 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1618 } 1512 }
1619} 1513}
1620 1514
1621/* Returns true of op1 and op2 are effectively on the same map 1515/* Returns true of op1 and op2 are effectively on the same map
1632 int dx, dy; 1526 int dx, dy;
1633 1527
1634 return adjacent_map (op1->map, op2->map, &dx, &dy); 1528 return adjacent_map (op1->map, op2->map, &dx, &dy);
1635} 1529}
1636 1530
1531//-GPL
1532
1637object * 1533object *
1638maptile::insert (object *op, int x, int y, object *originator, int flags) 1534maptile::insert (object *op, int x, int y, object *originator, int flags)
1639{ 1535{
1640 if (!op->flag [FLAG_REMOVED])
1641 op->remove ();
1642
1643 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1536 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1644} 1537}
1645 1538
1646region * 1539region *
1647maptile::region (int x, int y) const 1540maptile::region (int x, int y) const
1656 return default_region; 1549 return default_region;
1657 1550
1658 return ::region::default_region (); 1551 return ::region::default_region ();
1659} 1552}
1660 1553
1554//+GPL
1555
1661/* picks a random object from a style map. 1556/* picks a random object from a style map.
1662 * Redone by MSW so it should be faster and not use static
1663 * variables to generate tables.
1664 */ 1557 */
1665object * 1558object *
1666maptile::pick_random_object () const 1559maptile::pick_random_object (rand_gen &gen) const
1667{ 1560{
1668 /* while returning a null object will result in a crash, that 1561 /* while returning a null object will result in a crash, that
1669 * is actually preferable to an infinite loop. That is because 1562 * is actually preferable to an infinite loop. That is because
1670 * most servers will automatically restart in case of crash. 1563 * most servers will automatically restart in case of crash.
1671 * Change the logic on getting the random space - shouldn't make 1564 * Change the logic on getting the random space - shouldn't make
1672 * any difference, but this seems clearer to me. 1565 * any difference, but this seems clearer to me.
1673 */ 1566 */
1674 for (int i = 1000; --i;) 1567 for (int i = 1000; --i;)
1675 { 1568 {
1676 object *pick = at (rndm (width), rndm (height)).bot; 1569 object *pick = at (gen (width), gen (height)).bot;
1677 1570
1678 // do not prefer big monsters just because they are big. 1571 // must be head: do not prefer big monsters just because they are big.
1679 if (pick && pick->head_ () == pick) 1572 if (pick && pick->is_head ())
1680 return pick->head_ (); 1573 return pick;
1681 } 1574 }
1682 1575
1683 // instead of crashing in the unlikely(?) case, try to return *something* 1576 // instead of crashing in the unlikely(?) case, try to return *something*
1684 return get_archetype ("blocked"); 1577 return archetype::find (shstr_bug);
1685} 1578}
1686 1579
1580//-GPL
1581
1582void
1583maptile::play_sound (faceidx sound, int x, int y) const
1584{
1585 if (!sound)
1586 return;
1587
1588 for_all_players_on_map (pl, this)
1589 if (client *ns = pl->ns)
1590 {
1591 int dx = x - pl->ob->x;
1592 int dy = y - pl->ob->y;
1593
1594 int distance = idistance (dx, dy);
1595
1596 if (distance <= MAX_SOUND_DISTANCE)
1597 ns->play_sound (sound, dx, dy);
1598 }
1599}
1600
1601void
1602maptile::say_msg (const char *msg, int x, int y) const
1603{
1604 for_all_players (pl)
1605 if (client *ns = pl->ns)
1606 {
1607 int dx = x - pl->ob->x;
1608 int dy = y - pl->ob->y;
1609
1610 int distance = idistance (dx, dy);
1611
1612 if (distance <= MAX_SOUND_DISTANCE)
1613 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1614 }
1615}
1616
1617dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1618
1619static void
1620split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1621{
1622 // clip to map to the left
1623 if (x0 < 0)
1624 {
1625 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1626 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1627
1628 if (x1 < 0) // entirely to the left
1629 return;
1630
1631 x0 = 0;
1632 }
1633
1634 // clip to map to the right
1635 if (x1 > m->width)
1636 {
1637 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1638 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1639
1640 if (x0 > m->width) // entirely to the right
1641 return;
1642
1643 x1 = m->width;
1644 }
1645
1646 // clip to map above
1647 if (y0 < 0)
1648 {
1649 if (maptile *tile = m->tile_available (TILE_UP, 1))
1650 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1651
1652 if (y1 < 0) // entirely above
1653 return;
1654
1655 y0 = 0;
1656 }
1657
1658 // clip to map below
1659 if (y1 > m->height)
1660 {
1661 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1662 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1663
1664 if (y0 > m->height) // entirely below
1665 return;
1666
1667 y1 = m->height;
1668 }
1669
1670 // if we get here, the rect is within the current map
1671 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1672
1673 r->m = m;
1674 r->x0 = x0;
1675 r->y0 = y0;
1676 r->x1 = x1;
1677 r->y1 = y1;
1678 r->dx = dx;
1679 r->dy = dy;
1680}
1681
1682maprect *
1683maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1684{
1685 buf.clear ();
1686
1687 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1688
1689 // add end marker
1690 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1691 r->m = 0;
1692
1693 return (maprect *)buf.linearise ();
1694}
1695

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