/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "map.h"
#include "client.h"
#include "configuration.h"
#include "render/graphics.h"
#include "mapheights.h"
#include "maplayer.h"
#include "notifications.h"
#include "notifymanager.h"
#include "simpleanimation.h"
#include "tileset.h"
#include "walklayer.h"
#include "being/localplayer.h"
#include "particle/particle.h"
#include "resources/ambientlayer.h"
#include "resources/image.h"
#include "resources/resourcemanager.h"
#include "resources/subimage.h"
#include "utils/dtor.h"
#include "utils/mkdir.h"
#include "utils/physfstools.h"
#include <climits>
#include <queue>
#include <sys/stat.h>
#include "debug.h"
/**
* A location on a tile map. Used for pathfinding, open list.
*/
struct Location final
{
/**
* Constructor.
*/
Location(const int px, const int py, MetaTile *const ptile):
x(px), y(py), tile(ptile)
{}
/**
* Comparison operator.
*/
bool operator< (const Location &loc) const
{
return tile->Fcost > loc.tile->Fcost;
}
int x, y;
MetaTile *tile;
};
class ActorFunctuator final
{
public:
bool operator()(const Actor *const a, const Actor *const b) const
{
if (!a || !b)
return false;
return a->getSortPixelY() < b->getSortPixelY();
}
} actorCompare;
TileAnimation::TileAnimation(Animation *const ani):
mAffected(),
mAnimation(new SimpleAnimation(ani)),
mLastImage(nullptr)
{
}
TileAnimation::~TileAnimation()
{
delete mAnimation;
mAnimation = nullptr;
}
bool TileAnimation::update(const int ticks)
{
if (!mAnimation)
return false;
// update animation
if (!mAnimation->update(ticks))
return false;
// exchange images
Image *const img = mAnimation->getCurrentImage();
if (img != mLastImage)
{
FOR_EACH (TilePairVectorCIter, i, mAffected)
{
if (i->first)
i->first->setTile(i->second, img);
}
mLastImage = img;
}
return true;
}
Map::Map(const int width, const int height,
const int tileWidth, const int tileHeight) :
Properties(),
mWidth(width), mHeight(height),
mTileWidth(tileWidth), mTileHeight(tileHeight),
mMaxTileHeight(height),
mMetaTiles(new MetaTile[mWidth * mHeight]),
mWalkLayer(nullptr),
mLayers(),
mTilesets(),
mActors(),
mHasWarps(false),
mDebugFlags(MAP_NORMAL),
mOnClosedList(1),
mOnOpenList(2),
mBackgrounds(),
mForegrounds(),
mLastAScrollX(0.0F),
mLastAScrollY(0.0F),
mParticleEffects(),
mMapPortals(),
mTileAnimations(),
mOverlayDetail(config.getIntValue("OverlayDetail")),
mOpacity(config.getFloatValue("guialpha")),
#ifdef USE_OPENGL
mOpenGL(intToRenderType(config.getIntValue("opengl"))),
#else
mOpenGL(RENDER_SOFTWARE),
#endif
mPvp(0),
mTilesetsIndexed(false),
mIndexedTilesets(nullptr),
mIndexedTilesetsSize(0),
mActorFixX(0),
mActorFixY(0),
mVersion(0),
mSpecialLayer(new SpecialLayer(width, height)),
mTempLayer(new SpecialLayer(width, height)),
mObjects(new ObjectsLayer(width, height)),
mFringeLayer(nullptr),
mLastX(-1),
mLastY(-1),
mLastScrollX(-1),
mLastScrollY(-1),
mDrawX(-1),
mDrawY(-1),
mDrawScrollX(-1),
mDrawScrollY(-1),
mMask(1),
mAtlas(nullptr),
mHeights(nullptr),
mRedrawMap(true),
mBeingOpacity(false),
mCustom(false)
{
const int size = mWidth * mHeight;
for (int i = 0; i < NB_BLOCKTYPES; i++)
{
mOccupation[i] = new unsigned[size];
memset(mOccupation[i], 0, size * sizeof(unsigned));
}
config.addListener("OverlayDetail", this);
config.addListener("guialpha", this);
config.addListener("beingopacity", this);
if (mOpacity != 1.0F)
mBeingOpacity = config.getBoolValue("beingopacity");
else
mBeingOpacity = false;
}
Map::~Map()
{
config.removeListeners(this);
// delete metadata, layers, tilesets and overlays
delete [] mMetaTiles;
for (int i = 0; i < NB_BLOCKTYPES; i++)
delete [] mOccupation[i];
if (mWalkLayer)
{
mWalkLayer->decRef();
mWalkLayer = nullptr;
}
mFringeLayer = nullptr;
delete_all(mLayers);
delete_all(mTilesets);
delete_all(mForegrounds);
delete_all(mBackgrounds);
delete_all(mTileAnimations);
delete mSpecialLayer;
mSpecialLayer = nullptr;
delete mTempLayer;
mTempLayer = nullptr;
delete mObjects;
mObjects = nullptr;
delete_all(mMapPortals);
if (mAtlas)
{
mAtlas->decRef();
mAtlas = nullptr;
}
delete mHeights;
mHeights = nullptr;
}
void Map::optionChanged(const std::string &value)
{
if (value == "OverlayDetail")
{
mOverlayDetail = config.getIntValue("OverlayDetail");
}
else if (value == "guialpha")
{
mOpacity = config.getFloatValue("guialpha");
if (mOpacity != 1.0F)
mBeingOpacity = config.getBoolValue("beingopacity");
else
mBeingOpacity = false;
}
else if (value == "beingopacity")
{
if (mOpacity != 1.0F)
mBeingOpacity = config.getBoolValue("beingopacity");
else
mBeingOpacity = false;
}
}
void Map::initializeAmbientLayers()
{
ResourceManager *const resman = ResourceManager::getInstance();
// search for "foreground*" or "overlay*" (old term) in map properties
for (int i = 0; /* terminated by a break */; i++)
{
std::string name;
if (hasProperty(std::string("foreground").append(
toString(i)).append("image")))
{
name = "foreground" + toString(i);
}
else if (hasProperty(std::string("overlay").append(
toString(i)).append("image")))
{
name = "overlay" + toString(i);
}
else
{
break; // the FOR loop
}
Image *const img = resman->getImage(getProperty(name + "image"));
if (img)
{
mForegrounds.push_back(new AmbientLayer(img,
getFloatProperty(name + "parallax"),
getFloatProperty(name + "scrollX"),
getFloatProperty(name + "scrollY"),
getBoolProperty(name + "keepratio")));
// The AmbientLayer takes control over the image.
img->decRef();
}
}
// search for "background*" in map properties
for (int i = 0; hasProperty(std::string("background").append(
toString(i)).append("image")); i ++)
{
const std::string name("background" + toString(i));
Image *const img = resman->getImage(getProperty(name + "image"));
if (img)
{
mBackgrounds.push_back(new AmbientLayer(img,
getFloatProperty(name + "parallax"),
getFloatProperty(name + "scrollX"),
getFloatProperty(name + "scrollY"),
getBoolProperty(name + "keepratio")));
// The AmbientLayer takes control over the image.
img->decRef();
}
}
}
void Map::addLayer(MapLayer *const layer)
{
if (layer)
{
mLayers.push_back(layer);
if (layer->isFringeLayer() && !mFringeLayer)
mFringeLayer = layer;
}
}
void Map::addTileset(Tileset *const tileset)
{
if (!tileset)
return;
mTilesets.push_back(tileset);
const int height = tileset->getHeight();
if (height > mMaxTileHeight)
mMaxTileHeight = height;
}
void Map::update(const int ticks)
{
// Update animated tiles
FOR_EACH (TileAnimationMapCIter, iAni, mTileAnimations)
{
TileAnimation *const tileAni = iAni->second;
if (tileAni && tileAni->update(ticks))
mRedrawMap = true;
}
}
void Map::draw(Graphics *const graphics, int scrollX, int scrollY)
{
if (!player_node)
return;
BLOCK_START("Map::draw")
// Calculate range of tiles which are on-screen
const int endPixelY = graphics->mHeight + scrollY + mTileHeight - 1
+ mMaxTileHeight - mTileHeight;
const int startX = scrollX / mTileWidth - 2;
const int startY = scrollY / mTileHeight;
const int endX = (graphics->mWidth + scrollX + mTileWidth - 1)
/ mTileWidth + 1;
const int endY = endPixelY / mTileHeight + 1;
// Make sure actors are sorted ascending by Y-coordinate
// so that they overlap correctly
// if (mSpritesUpdated)
// {
BLOCK_START("Map::draw sort")
mActors.sort(actorCompare);
BLOCK_END("Map::draw sort")
// mSpritesUpdated = false;
// }
// update scrolling of all ambient layers
updateAmbientLayers(static_cast<float>(scrollX),
static_cast<float>(scrollY));
// Draw backgrounds
drawAmbientLayers(graphics, BACKGROUND_LAYERS, mOverlayDetail);
if (mDebugFlags == MAP_BLACKWHITE && userPalette)
{
graphics->setColor(userPalette->getColorWithAlpha(
UserPalette::WALKABLE_HIGHLIGHT));
graphics->fillRectangle(gcn::Rectangle(0, 0,
graphics->mWidth, graphics->mHeight));
}
#ifdef USE_OPENGL
int updateFlag = 0;
if (mOpenGL == RENDER_NORMAL_OPENGL || mOpenGL == RENDER_GLES_OPENGL)
{
if (mLastX != startX || mLastY != startY || mLastScrollX != scrollX
|| mLastScrollY != scrollY)
{ // player moving
mLastX = startX;
mLastY = startY;
mLastScrollX = scrollX;
mLastScrollY = scrollY;
updateFlag = 2;
}
else if (mRedrawMap || startX != mDrawX || startY != mDrawY ||
scrollX != mDrawScrollX || scrollY != mDrawScrollY)
{ // player mode to new position
mRedrawMap = false;
mDrawX = startX;
mDrawY = startY;
mDrawScrollX = scrollX;
mDrawScrollY = scrollY;
updateFlag = 1;
}
}
#endif
if (mDebugFlags == MAP_SPECIAL3 || mDebugFlags == MAP_BLACKWHITE)
{
if (mFringeLayer)
{
mFringeLayer->setSpecialLayer(mSpecialLayer);
mFringeLayer->setTempLayer(mTempLayer);
mFringeLayer->drawFringe(graphics, startX, startY, endX, endY,
scrollX, scrollY, &mActors, mDebugFlags, mActorFixY);
}
}
else
{
bool overFringe = false;
for (LayersCIter layeri = mLayers.begin(), layeri_end = mLayers.end();
layeri != layeri_end && !overFringe; ++ layeri)
{
MapLayer *const layer = *layeri;
if (!(layer->mMask & mMask))
continue;
if (layer->isFringeLayer())
{
layer->setSpecialLayer(mSpecialLayer);
layer->setTempLayer(mTempLayer);
if (mDebugFlags == MAP_SPECIAL2)
overFringe = true;
layer->drawFringe(graphics, startX, startY, endX, endY,
scrollX, scrollY, &mActors, mDebugFlags, mActorFixY);
}
else
{
#ifdef USE_OPENGL
if (mOpenGL == RENDER_NORMAL_OPENGL
|| mOpenGL == RENDER_GLES_OPENGL)
{
if (updateFlag)
{
layer->updateOGL(graphics, startX, startY,
endX, endY, scrollX, scrollY, mDebugFlags);
}
layer->drawOGL(graphics);
}
else
#endif
{
/*
if (updateFlag)
{
(*layeri)->updateSDL(graphics, startX, startY,
endX, endY, scrollX, scrollY, mDebugFlags);
}
(*layeri)->drawSDL(graphics);
*/
layer->draw(graphics, startX, startY, endX, endY,
scrollX, scrollY, mDebugFlags);
}
}
}
}
// Don't draw if gui opacity == 1
if (mBeingOpacity && mOpacity != 1.0F)
{
// Draws beings with a lower opacity to make them visible
// even when covered by a wall or some other elements...
ActorsCIter ai = mActors.begin();
const ActorsCIter ai_end = mActors.end();
while (ai != ai_end)
{
if (Actor *const actor = *ai)
{
if (mOpenGL == RENDER_SOFTWARE)
{
const int x = actor->getTileX();
const int y = actor->getTileY();
if (x < startX || x > endX || y < startY || y > endY)
{
++ai;
continue;
}
}
// For now, just draw actors with only one layer.
if (actor->getNumberOfLayers() == 1)
{
actor->setAlpha(0.3F);
actor->draw(graphics, -scrollX, -scrollY);
actor->setAlpha(1.0F);
}
}
++ai;
}
}
drawAmbientLayers(graphics, FOREGROUND_LAYERS, mOverlayDetail);
BLOCK_END("Map::draw")
}
#define fillCollision(collision, color) \
if (x < endX && mMetaTiles[tilePtr].blockmask & collision)\
{\
width = mapTileSize;\
for (int x2 = tilePtr + 1; x < endX; x2 ++)\
{\
if (!(mMetaTiles[x2].blockmask & collision))\
break;\
width += mapTileSize;\
x ++;\
tilePtr ++;\
}\
if (width && userPalette)\
{\
graphics->setColor(userPalette->getColorWithAlpha(\
UserPalette::color));\
graphics->fillRectangle(gcn::Rectangle(\
x0 * mTileWidth - scrollX, \
y * mTileHeight - scrollY, \
width, mapTileSize));\
}\
}\
void Map::drawCollision(Graphics *const graphics,
const int scrollX, const int scrollY,
const int debugFlags) const
{
const int endPixelY = graphics->mHeight + scrollY + mTileHeight - 1;
int startX = scrollX / mTileWidth;
int startY = scrollY / mTileHeight;
int endX = (graphics->mWidth + scrollX + mTileWidth - 1) / mTileWidth;
int endY = endPixelY / mTileHeight;
if (startX < 0)
startX = 0;
if (startY < 0)
startY = 0;
if (endX > mWidth)
endX = mWidth;
if (endY > mHeight)
endY = mHeight;
if (debugFlags < MAP_SPECIAL)
{
graphics->setColor(gcn::Color(0, 0, 0, 64));
graphics->drawNet(
startX * mTileWidth - scrollX,
startY * mTileHeight - scrollY,
endX * mTileWidth - scrollX,
endY * mTileHeight - scrollY,
mapTileSize, mapTileSize);
}
for (int y = startY; y < endY; y++)
{
const int yWidth = y * mWidth;
int tilePtr = startX + yWidth;
for (int x = startX; x < endX; x++, tilePtr++)
{
int width = 0;
const int x0 = x;
fillCollision(BLOCKMASK_WALL, COLLISION_HIGHLIGHT);
fillCollision(BLOCKMASK_AIR, AIR_COLLISION_HIGHLIGHT);
fillCollision(BLOCKMASK_WATER, WATER_COLLISION_HIGHLIGHT);
fillCollision(BLOCKMASK_GROUNDTOP, GROUNDTOP_COLLISION_HIGHLIGHT);
}
}
}
void Map::updateAmbientLayers(const float scrollX, const float scrollY)
{
BLOCK_START("Map::updateAmbientLayers")
static int lastTick = tick_time;
if (mLastAScrollX == 0.0F && mLastAScrollY == 0.0F)
{
// First call - initialisation
mLastAScrollX = scrollX;
mLastAScrollY = scrollY;
}
// Update Overlays
const float dx = scrollX - mLastAScrollX;
const float dy = scrollY - mLastAScrollY;
const int timePassed = get_elapsed_time(lastTick);
// need check mask to update or not to update
FOR_EACH (AmbientLayerVectorCIter, i, mBackgrounds)
(*i)->update(timePassed, dx, dy);
FOR_EACH (AmbientLayerVectorCIter, i, mForegrounds)
(*i)->update(timePassed, dx, dy);
mLastAScrollX = scrollX;
mLastAScrollY = scrollY;
lastTick = tick_time;
BLOCK_END("Map::updateAmbientLayers")
}
void Map::drawAmbientLayers(Graphics *const graphics, const LayerType type,
const int detail)
{
BLOCK_START("Map::drawAmbientLayers")
// Detail 0 = no ambient effects except background image
if (detail <= 0 && type != BACKGROUND_LAYERS)
{
BLOCK_END("Map::drawAmbientLayers")
return;
}
// find out which layer list to draw
AmbientLayerVector *layers = nullptr;
switch (type)
{
case FOREGROUND_LAYERS:
layers = &mForegrounds;
break;
case BACKGROUND_LAYERS:
layers = &mBackgrounds;
break;
default:
return;
}
// Draw overlays
FOR_EACHP (AmbientLayerVectorCIter, i, layers)
{
// need check mask to draw or not to draw
if (*i)
(*i)->draw(graphics, graphics->mWidth, graphics->mHeight);
// Detail 1: only one overlay, higher: all overlays
if (detail == 1)
break;
}
BLOCK_END("Map::drawAmbientLayers")
}
const Tileset *Map::getTilesetWithGid(const int gid) const
{
if (gid >= 0 && gid < mIndexedTilesetsSize)
return mIndexedTilesets[gid];
else
return nullptr;
}
void Map::blockTile(const int x, const int y, const BlockType type)
{
if (type == BLOCKTYPE_NONE || !contains(x, y))
return;
const int tileNum = x + y * mWidth;
if (mOccupation[type][tileNum] < UINT_MAX &&
(++mOccupation[type][tileNum]) > 0)
{
switch (type)
{
case BLOCKTYPE_WALL:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_WALL;
break;
case BLOCKTYPE_CHARACTER:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_CHARACTER;
break;
case BLOCKTYPE_MONSTER:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_MONSTER;
break;
case BLOCKTYPE_AIR:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_AIR;
break;
case BLOCKTYPE_WATER:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_WATER;
break;
case BLOCKTYPE_GROUND:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_GROUND;
break;
case BLOCKTYPE_GROUNDTOP:
mMetaTiles[tileNum].blockmask |= BLOCKMASK_GROUNDTOP;
break;
default:
case BLOCKTYPE_NONE:
case NB_BLOCKTYPES:
// Do nothing.
break;
}
}
}
bool Map::getWalk(const int x, const int y, const unsigned char walkmask) const
{
// You can't walk outside of the map
if (x < 0 || y < 0 || x >= mWidth || y >= mHeight)
return false;
// Check if the tile is walkable
return !(mMetaTiles[x + y * mWidth].blockmask & walkmask);
}
unsigned char Map::getBlockMask(const int x, const int y)
{
// You can't walk outside of the map
if (x < 0 || y < 0 || x >= mWidth || y >= mHeight)
return 0;
// Check if the tile is walkable
return mMetaTiles[x + y * mWidth].blockmask;
}
void Map::setWalk(const int x, const int y, const bool walkable A_UNUSED)
{
blockTile(x, y, Map::BLOCKTYPE_GROUNDTOP);
}
bool Map::contains(const int x, const int y) const
{
return x >= 0 && y >= 0 && x < mWidth && y < mHeight;
}
const MetaTile *Map::getMetaTile(const int x, const int y) const
{
return &mMetaTiles[x + y * mWidth];
}
Actors::iterator Map::addActor(Actor *const actor)
{
mActors.push_front(actor);
// mSpritesUpdated = true;
return mActors.begin();
}
void Map::removeActor(const Actors::iterator &iterator)
{
mActors.erase(iterator);
// mSpritesUpdated = true;
}
const std::string Map::getMusicFile() const
{
return getProperty("music");
}
const std::string Map::getName() const
{
if (hasProperty("name"))
return getProperty("name");
return getProperty("mapname");
}
const std::string Map::getFilename() const
{
const std::string fileName = getProperty("_filename");
const size_t lastSlash = fileName.rfind("/") + 1;
return fileName.substr(lastSlash, fileName.rfind(".") - lastSlash);
}
#ifdef MANASERV_SUPPORT
Position Map::checkNodeOffsets(int radius, const unsigned char walkMask,
const Position &position) const
{
// Pre-computing character's position in tiles
const int tx = position.x / mapTileSize;
const int ty = position.y / mapTileSize;
// Pre-computing character's position offsets.
int fx = position.x % mapTileSize;
int fy = position.y % mapTileSize;
// Compute the being radius:
// FIXME: Hande beings with more than 1/2 tile radius by not letting them
// go or spawn in too narrow places. The server will have to be aware
// of being's radius value (in tiles) to handle this gracefully.
if (radius > mapTileSize / 2)
radius = mapTileSize / 2;
// set a default value if no value returned.
if (radius < 1)
radius = mapTileSize / 3;
// We check diagonal first as they are more restrictive.
// Top-left border check
if (!getWalk(tx - 1, ty - 1, walkMask)
&& fy < radius && fx < radius)
{
fx = radius;
fy = radius;
}
// Top-right border check
if (!getWalk(tx + 1, ty - 1, walkMask)
&& (fy < radius) && fx > (mapTileSize - radius))
{
fx = mapTileSize - radius;
fy = radius;
}
// Bottom-left border check
if (!getWalk(tx - 1, ty + 1, walkMask)
&& fy > (mapTileSize - radius) && fx < radius)
{
fx = radius;
fy = mapTileSize - radius;
}
// Bottom-right border check
if (!getWalk(tx + 1, ty + 1, walkMask)
&& fy > (mapTileSize - radius) && fx > (mapTileSize - radius))
{
fx = mapTileSize - radius;
fy = fx;
}
// Fix coordinates so that the player does not seem to dig into walls.
if (fx > (mapTileSize - radius) && !getWalk(tx + 1, ty, walkMask))
fx = mapTileSize - radius;
else if (fx < radius && !getWalk(tx - 1, ty, walkMask))
fx = radius;
else if (fy > (mapTileSize - radius) && !getWalk(tx, ty + 1, walkMask))
fy = mapTileSize - radius;
else if (fy < radius && !getWalk(tx, ty - 1, walkMask))
fy = radius;
return Position(tx * mapTileSize + fx, ty * mapTileSize + fy);
}
Path Map::findPixelPath(const int startPixelX, const int startPixelY,
const int endPixelX, const int endPixelY,
const int radius, const unsigned char walkMask,
const int maxCost)
{
Path myPath = findPath(startPixelX / mapTileSize,
startPixelY / mapTileSize,
endPixelX / mapTileSize,
endPixelY / mapTileSize,
walkMask, maxCost);
// Don't compute empty coordinates.
if (myPath.empty())
return myPath;
// Find the starting offset
const float startOffsetX = static_cast<float>(startPixelX % mapTileSize);
const float startOffsetY = static_cast<float>(startPixelY % mapTileSize);
// Find the ending offset
const float endOffsetX = static_cast<float>(endPixelX % mapTileSize);
const float endOffsetY = static_cast<float>(endPixelY % mapTileSize);
const int sz = static_cast<int>(myPath.size());
// Find the distance, and divide it by the number of steps
const int changeX = static_cast<int>((endOffsetX - startOffsetX)
/ static_cast<float>(sz));
const int changeY = static_cast<int>((endOffsetY - startOffsetY)
/ static_cast<float>(sz));
// Convert the map path to pixels over tiles
// And add interpolation between the starting and ending offsets
Path::iterator it = myPath.begin();
const Path::iterator it_end = myPath.end();
int i = 0;
while (it != it_end)
{
// A position that is valid on the start and end tile is not
// necessarily valid on all the tiles in between, so check the offsets.
*it = checkNodeOffsets(radius, walkMask,
it->x * mapTileSize + startOffsetX
+ static_cast<float>(changeX * i),
it->y * mapTileSize + startOffsetY
+ static_cast<float>(changeY * i));
i++;
++it;
}
// Remove the last path node, as it's more clever to go to the destination.
// It also permit to avoid zigzag at the end of the path,
// especially with mouse.
const Position destination = checkNodeOffsets(radius, walkMask,
endPixelX, endPixelY);
myPath.pop_back();
myPath.push_back(destination);
return myPath;
}
#endif
Path Map::findPath(const int startX, const int startY,
const int destX, const int destY,
const unsigned char walkmask, const int maxCost)
{
// The basic walking cost of a tile.
static const int basicCost = 100;
const int basicCost2 = 100 * 362 / 256;
const float basicCostF = 100.0 * 362 / 256;
// Path to be built up (empty by default)
Path path;
if (startX >= mWidth || startY >= mHeight || startX < 0 || startY < 0)
return path;
// Return when destination not walkable
if (!getWalk(destX, destY, walkmask))
return path;
// Reset starting tile's G cost to 0
MetaTile *const startTile = &mMetaTiles[startX + startY * mWidth];
if (!startTile)
return path;
startTile->Gcost = 0;
// Declare open list, a list with open tiles sorted on F cost
std::priority_queue<Location> openList;
// Add the start point to the open list
openList.push(Location(startX, startY, startTile));
bool foundPath = false;
// Keep trying new open tiles until no more tiles to try or target found
while (!openList.empty() && !foundPath)
{
// Take the location with the lowest F cost from the open list.
const Location curr = openList.top();
openList.pop();
const MetaTile *const tile = curr.tile;
// If the tile is already on the closed list, this means it has already
// been processed with a shorter path to the start point (lower G cost)
if (tile->whichList == mOnClosedList)
continue;
// Put the current tile on the closed list
curr.tile->whichList = mOnClosedList;
const int curWidth = curr.y * mWidth;
const int tileGcost = tile->Gcost;
// Check the adjacent tiles
for (int dy = -1; dy <= 1; dy++)
{
const int y = curr.y + dy;
if (y < 0 || y >= mHeight)
continue;
const int yWidth = y * mWidth;
const int dy1 = std::abs(y - destY);
for (int dx = -1; dx <= 1; dx++)
{
// Calculate location of tile to check
const int x = curr.x + dx;
// Skip if if we're checking the same tile we're leaving from,
// or if the new location falls outside of the map boundaries
if ((dx == 0 && dy == 0) || x < 0 || x >= mWidth)
continue;
MetaTile *const newTile = &mMetaTiles[x + yWidth];
// Skip if the tile is on the closed list or is not walkable
// unless its the destination tile
// +++ here need check block must depend on player abilities.
if (newTile->whichList == mOnClosedList ||
((newTile->blockmask & walkmask)
&& !(x == destX && y == destY))
|| (newTile->blockmask & BLOCKMASK_WALL))
{
continue;
}
// When taking a diagonal step, verify that we can skip the
// corner.
if (dx != 0 && dy != 0)
{
const MetaTile *const t1 = &mMetaTiles[curr.x +
(curr.y + dy) * mWidth];
const MetaTile *const t2 = &mMetaTiles[curr.x +
dx + curWidth];
// +++ here need check block must depend
// on player abilities.
if (((t1->blockmask | t2->blockmask) & BLOCKMASK_WALL))
continue;
}
// Calculate G cost for this route, ~sqrt(2) for moving diagonal
int Gcost = tileGcost + (dx == 0 || dy == 0
? basicCost : basicCost2);
/* Demote an arbitrary direction to speed pathfinding by
adding a defect (TODO: change depending on the desired
visual effect, e.g. a cross-product defect toward
destination).
Important: as long as the total defect along any path is
less than the basicCost, the pathfinder will still find one
of the shortest paths! */
if (dx == 0 || dy == 0)
{
// Demote horizontal and vertical directions, so that two
// consecutive directions cannot have the same Fcost.
++Gcost;
}
// It costs extra to walk through a being (needs to be enough
// to make it more attractive to walk around).
// if (occupied(x, y))
// {
// Gcost += 3 * basicCost;
// }
// Skip if Gcost becomes too much
// Warning: probably not entirely accurate
if (maxCost > 0 && Gcost > maxCost * basicCost)
continue;
if (newTile->whichList != mOnOpenList)
{
// Found a new tile (not on open nor on closed list)
/* Update Hcost of the new tile. The pathfinder does not
work reliably if the heuristic cost is higher than the
real cost. In particular, using Manhattan distance is
forbidden here. */
const int dx1 = std::abs(x - destX);
newTile->Hcost = std::abs(dx1 - dy1) * basicCost +
std::min(dx1, dy1) * (basicCostF);
// Set the current tile as the parent of the new tile
newTile->parentX = curr.x;
newTile->parentY = curr.y;
// Update Gcost and Fcost of new tile
newTile->Gcost = Gcost;
newTile->Fcost = Gcost + newTile->Hcost;
if (x != destX || y != destY)
{
// Add this tile to the open list
newTile->whichList = mOnOpenList;
openList.push(Location(x, y, newTile));
}
else
{
// Target location was found
foundPath = true;
}
}
else if (Gcost < newTile->Gcost)
{
// Found a shorter route.
// Update Gcost and Fcost of the new tile
newTile->Gcost = Gcost;
newTile->Fcost = Gcost + newTile->Hcost;
// Set the current tile as the parent of the new tile
newTile->parentX = curr.x;
newTile->parentY = curr.y;
// Add this tile to the open list (it's already
// there, but this instance has a lower F score)
openList.push(Location(x, y, newTile));
}
}
}
}
// Two new values to indicate whether a tile is on the open or closed list,
// this way we don't have to clear all the values between each pathfinding.
if (mOnOpenList > UINT_MAX - 2)
{
// We reset the list memebers value.
mOnClosedList = 1;
mOnOpenList = 2;
// Clean up the metaTiles
const int size = mWidth * mHeight;
for (int i = 0; i < size; ++i)
mMetaTiles[i].whichList = 0;
}
else
{
mOnClosedList += 2;
mOnOpenList += 2;
}
// If a path has been found, iterate backwards using the parent locations
// to extract it.
if (foundPath)
{
int pathX = destX;
int pathY = destY;
while (pathX != startX || pathY != startY)
{
// Add the new path node to the start of the path list
path.push_front(Position(pathX, pathY));
// Find out the next parent
const MetaTile *const tile = &mMetaTiles[pathX + pathY * mWidth];
pathX = tile->parentX;
pathY = tile->parentY;
}
}
return path;
}
void Map::addParticleEffect(const std::string &effectFile,
const int x, const int y, const int w, const int h)
{
ParticleEffectData newEffect;
newEffect.file = effectFile;
newEffect.x = x;
newEffect.y = y;
newEffect.w = w;
newEffect.h = h;
mParticleEffects.push_back(newEffect);
}
void Map::initializeParticleEffects(Particle *const engine)
{
if (!engine)
return;
if (config.getBoolValue("particleeffects"))
{
for (std::vector<ParticleEffectData>::const_iterator
i = mParticleEffects.begin();
i != mParticleEffects.end(); ++i)
{
Particle *const p = engine->addEffect(i->file, i->x, i->y);
if (p && i->w > 0 && i->h > 0)
p->adjustEmitterSize(i->w, i->h);
}
}
}
void Map::addExtraLayer()
{
if (!mSpecialLayer)
{
logger->log1("No special layer");
return;
}
const std::string mapFileName = getUserMapDirectory().append(
"/extralayer.txt");
logger->log("loading extra layer: " + mapFileName);
struct stat statbuf;
if (!stat(mapFileName.c_str(), &statbuf) && S_ISREG(statbuf.st_mode))
{
std::ifstream mapFile;
mapFile.open(mapFileName.c_str(), std::ios::in);
if (!mapFile.is_open())
{
mapFile.close();
return;
}
char line[201];
while (mapFile.getline(line, 200))
{
std::string buf;
std::string str = line;
if (!str.empty())
{
std::string x;
std::string y;
std::string type1;
std::string comment;
std::stringstream ss(str);
ss >> x;
ss >> y;
ss >> type1;
ss >> comment;
while (ss >> buf)
comment.append(" ").append(buf);
const int type = atoi(type1.c_str());
if (comment.empty())
{
if (type < MapItem::ARROW_UP
|| type > MapItem::ARROW_RIGHT)
{
comment = "unknown";
}
}
if (type == MapItem::PORTAL)
{
updatePortalTile(comment, type, atoi(x.c_str()),
atoi(y.c_str()), false);
}
else if (type == MapItem::HOME)
{
updatePortalTile(comment, type, atoi(x.c_str()),
atoi(y.c_str()));
}
else
{
addPortalTile(comment, type, atoi(x.c_str()),
atoi(y.c_str()));
}
}
}
mapFile.close();
}
}
void Map::saveExtraLayer() const
{
if (!mSpecialLayer)
{
logger->log1("No special layer");
return;
}
const std::string mapFileName = getUserMapDirectory().append(
"/extralayer.txt");
logger->log("saving extra layer: " + mapFileName);
if (mkdir_r(getUserMapDirectory().c_str()))
{
logger->log(strprintf("%s doesn't exist and can't be created! "
"Exiting.", getUserMapDirectory().c_str()));
return;
}
std::ofstream mapFile;
mapFile.open(mapFileName.c_str(), std::ios::binary);
if (!mapFile.is_open())
{
logger->log1("Unable to open extralayer.txt for writing");
return;
}
const int width = mSpecialLayer->mWidth;
const int height = mSpecialLayer->mHeight;
for (int x = 0; x < width; x ++)
{
for (int y = 0; y < height; y ++)
{
const MapItem *const item = mSpecialLayer->getTile(x, y);
if (item && item->mType != MapItem::EMPTY
&& item->mType != MapItem::HOME)
{
mapFile << x << " " << y << " "
<< static_cast<int>(item->mType) << " "
<< item->mComment << std::endl;
}
}
}
mapFile.close();
}
std::string Map::getUserMapDirectory() const
{
return client->getServerConfigDirectory() +
dirSeparator + getProperty("_realfilename");
}
void Map::addRange(const std::string &name, const int type,
const int x, const int y, const int dx, const int dy)
{
if (!mObjects)
return;
mObjects->addObject(name, type, x / mapTileSize, y / mapTileSize,
dx / mapTileSize, dy / mapTileSize);
}
void Map::addPortal(const std::string &name, const int type,
const int x, const int y, const int dx, const int dy)
{
addPortalTile(name, type, (x / mapTileSize) + (dx / mapTileSize / 2),
(y / mapTileSize) + (dy / mapTileSize / 2));
}
void Map::addPortalTile(const std::string &name, const int type,
const int x, const int y)
{
if (mSpecialLayer)
mSpecialLayer->setTile(x, y, new MapItem(type, name, x, y));
mMapPortals.push_back(new MapItem(type, name, x, y));
}
void Map::updatePortalTile(const std::string &name, const int type,
const int x, const int y, const bool addNew)
{
MapItem *item = findPortalXY(x, y);
if (item)
{
item->mComment = name;
item->setType(type);
item->mX = x;
item->mY = y;
if (mSpecialLayer)
{
item = new MapItem(type, name, x, y);
mSpecialLayer->setTile(x, y, item);
}
}
else if (addNew)
{
addPortalTile(name, type, x, y);
}
}
MapItem *Map::findPortalXY(const int x, const int y) const
{
FOR_EACH (std::vector<MapItem*>::const_iterator, it, mMapPortals)
{
if (!*it)
continue;
MapItem *const item = *it;
if (item->mX == x && item->mY == y)
return item;
}
return nullptr;
}
const TileAnimation *Map::getAnimationForGid(const int gid) const
{
if (mTileAnimations.empty())
return nullptr;
TileAnimationMapCIter i = mTileAnimations.find(gid);
return (i == mTileAnimations.end()) ? nullptr : i->second;
}
void Map::setPvpMode(const int mode)
{
const int oldMode = mPvp;
if (!mode)
mPvp = 0;
else
mPvp |= mode;
if (mPvp != oldMode && player_node)
{
switch (mPvp)
{
case 0:
NotifyManager::notify(NotifyManager::PVP_OFF_GVG_OFF);
break;
case 1:
NotifyManager::notify(NotifyManager::PVP_ON);
break;
case 2:
NotifyManager::notify(NotifyManager::GVG_ON);
break;
case 3:
NotifyManager::notify(NotifyManager::PVP_ON_GVG_ON);
break;
default:
NotifyManager::notify(NotifyManager::PVP_UNKNOWN);
break;
}
}
}
std::string Map::getObjectData(const unsigned x, const unsigned y,
const int type) const
{
if (!mObjects)
return "";
MapObjectList *const list = mObjects->getAt(x, y);
if (!list)
return "";
std::vector<MapObject>::const_iterator it = list->objects.begin();
const std::vector<MapObject>::const_iterator it_end = list->objects.end();
while (it != it_end)
{
if ((*it).type == type)
return (*it).data;
++ it;
}
return "";
}
void Map::indexTilesets()
{
if (mTilesetsIndexed)
return;
mTilesetsIndexed = true;
const Tileset *s = nullptr;
size_t sSz = 0;
FOR_EACH (Tilesets::const_iterator, it, mTilesets)
{
const size_t sz = (*it)->size();
if (!s || s->getFirstGid() + sSz
< (*it)->getFirstGid() + sz)
{
s = *it;
sSz = sz;
}
}
if (!s)
{
mIndexedTilesetsSize = 0;
mIndexedTilesets = nullptr;
return;
}
const int size = static_cast<int>(s->getFirstGid())
+ static_cast<int>(s->size());
mIndexedTilesetsSize = size;
mIndexedTilesets = new Tileset*[size];
std::fill_n(mIndexedTilesets, size, static_cast<Tileset*>(nullptr));
FOR_EACH (Tilesets::const_iterator, it, mTilesets)
{
Tileset *const s2 = *it;
if (s2)
{
const int start = s2->getFirstGid();
const int end = static_cast<int>(start + s2->size());
for (int f = start; f < end; f ++)
{
if (f < size)
mIndexedTilesets[f] = s2;
}
}
}
}
void Map::clearIndexedTilesets()
{
if (!mTilesetsIndexed)
return;
mTilesetsIndexed = false;
delete [] mIndexedTilesets;
mIndexedTilesetsSize = 0;
}
void Map::reduce()
{
#ifdef USE_SDL2
return;
#else
if (!mFringeLayer || mOpenGL != RENDER_SOFTWARE ||
!config.getBoolValue("enableMapReduce"))
{
return;
}
int cnt = 0;
for (int x = 0; x < mWidth; x ++)
{
for (int y = 0; y < mHeight; y ++)
{
bool correct(true);
bool dontHaveAlpha(false);
FOR_EACH (LayersCIter, layeri, mLayers)
{
const MapLayer *const layer = *layeri;
if (x >= layer->mWidth || y >= layer->mHeight)
continue;
Image *const img = layer->mTiles[x + y * layer->mWidth];
if (img)
{
if (img->hasAlphaChannel() && img->isAlphaCalculated())
{
if (!img->isAlphaVisible())
{
dontHaveAlpha = true;
img->setAlphaVisible(false);
}
}
else if (img->mBounds.w > mapTileSize
|| img->mBounds.h > mapTileSize)
{
correct = false;
img->setAlphaVisible(true);
break;
}
else if (!img->isHasAlphaChannel())
{
dontHaveAlpha = true;
img->setAlphaVisible(false);
}
else if (img->hasAlphaChannel())
{
const uint8_t *const arr = img->SDLgetAlphaChannel();
if (!arr)
continue;
bool bad(false);
bool stop(false);
int width;
const SubImage *const subImg
= dynamic_cast<SubImage*>(img);
if (subImg)
width = subImg->mInternalBounds.w;
else
width = img->mBounds.w;
for (int f = img->mBounds.x;
f < img->mBounds.x + img->mBounds.w; f ++)
{
for (int d = img->mBounds.y;
d < img->mBounds.y + img->mBounds.h; d ++)
{
const uint8_t chan = arr[f + d * width];
if (chan != 255)
{
bad = true;
stop = true;
break;
}
}
if (stop)
break;
}
if (!bad)
{
dontHaveAlpha = true;
img->setAlphaVisible(false);
}
else
{
img->setAlphaVisible(true);
}
}
img->setAlphaCalculated(true);
}
}
if (!correct || !dontHaveAlpha)
continue;
Layers::reverse_iterator ri = mLayers.rbegin();
while (ri != mLayers.rend())
{
const MapLayer *const layer = *ri;
if (x >= layer->mWidth || y >= layer->mHeight)
{
++ ri;
continue;
}
const Image *img = layer->mTiles[x + y * layer->mWidth];
if (img && !img->isAlphaVisible())
{ // removing all down tiles
++ ri;
while (ri != mLayers.rend())
{
MapLayer *const layer2 = *ri;
const size_t pos = x + y * layer2->mWidth;
img = layer2->mTiles[pos];
if (img)
{
layer2->mTiles[pos] = nullptr;
cnt ++;
}
++ ri;
}
break;
}
++ ri;
}
}
}
logger->log("tiles reduced: %d", cnt);
#endif
}
void Map::redrawMap()
{
mRedrawMap = true;
}
void Map::addHeights(MapHeights *const heights)
{
delete mHeights;
mHeights = heights;
}
uint8_t Map::getHeightOffset(const int x, const int y) const
{
if (!mHeights)
return 0;
return mHeights->getHeight(x, y);
}
void Map::setMask(const int mask)
{
if (mask != mMask)
mRedrawMap = true;
mMask = mask;
}