summaryrefslogtreecommitdiff
path: root/src/map.cpp
blob: 33bbccb15888fa53a9386eb619a2867deb78314a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
/*
 *  The Mana Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *
 *  This file is part of The Mana 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 "actorspritemanager.h"
#include "client.h"
#include "configuration.h"
#include "graphics.h"
#include "particle.h"
#include "simpleanimation.h"
#include "tileset.h"

#include "resources/ambientlayer.h"
#include "resources/image.h"
#include "resources/resourcemanager.h"

#include "utils/dtor.h"
#include "utils/stringutils.h"

#include <queue>

/**
 * A location on a tile map. Used for pathfinding, open list.
 */
struct Location
{
    /**
     * Constructor.
     */
    Location(int px, int py, MetaTile *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;
};

TileAnimation::TileAnimation(Animation *ani):
    mLastImage(NULL)
{
    mAnimation = new SimpleAnimation(ani);
}

TileAnimation::~TileAnimation()
{
    delete mAnimation;
}

void TileAnimation::update(int ticks)
{
    if (!mAnimation)
        return;

    // update animation
    mAnimation->update(ticks);

    // exchange images
    Image *img = mAnimation->getCurrentImage();
    if (img != mLastImage)
    {
        for (std::list<std::pair<MapLayer*, int> >::iterator i =
             mAffected.begin(); i != mAffected.end(); i++)
        {
            i->first->setTile(i->second, img);
        }
        mLastImage = img;
    }
}

MapLayer::MapLayer(int x, int y, int width, int height, bool isFringeLayer):
    mX(x), mY(y),
    mWidth(width), mHeight(height),
    mIsFringeLayer(isFringeLayer)
{
    const int size = mWidth * mHeight;
    mTiles = new Image*[size];
    std::fill_n(mTiles, size, (Image*) 0);
}

MapLayer::~MapLayer()
{
    delete[] mTiles;
}

void MapLayer::setTile(int x, int y, Image *img)
{
    setTile(x + y * mWidth, img);
}

Image* MapLayer::getTile(int x, int y) const
{
    return mTiles[x + y * mWidth];
}

void MapLayer::draw(Graphics *graphics, int startX, int startY,
                    int endX, int endY, int scrollX, int scrollY,
                    const Actors &actors, int debugFlags) const
{
    startX -= mX;
    startY -= mY;
    endX -= mX;
    endY -= mY;

    if (startX < 0) startX = 0;
    if (startY < 0) startY = 0;
    if (endX > mWidth) endX = mWidth;
    if (endY > mHeight) endY = mHeight;

    Actors::const_iterator ai = actors.begin();

    for (int y = startY; y < endY; y++)
    {
        // If drawing the fringe layer, make sure all actors above this row of
        // tiles have been drawn
        if (mIsFringeLayer)
        {
            while (ai != actors.end() && (*ai)->getPixelY() <= y * 32)
            {
                (*ai)->draw(graphics, -scrollX, -scrollY);
                ai++;
            }
        }

        for (int x = startX; x < endX; x++)
        {
            Image *img = getTile(x, y);
            if (img)
            {
                const int px = (x + mX) * 32 - scrollX;
                const int py = (y + mY) * 32 - scrollY + 32 - img->getHeight();
                if (debugFlags != Map::MAP_SPECIAL || img->getHeight() <= 32)
                    graphics->drawImage(img, px, py);
            }
        }
    }

    // Draw any remaining actors
    if (mIsFringeLayer)
    {
        while (ai != actors.end())
        {
            (*ai)->draw(graphics, -scrollX, -scrollY);
            ai++;
        }
    }
}

Map::Map(int width, int height, int tileWidth, int tileHeight):
    mWidth(width), mHeight(height),
    mTileWidth(tileWidth), mTileHeight(tileHeight),
    mMaxTileHeight(height),
    mDebugFlags(MAP_NORMAL),
    mOnClosedList(1), mOnOpenList(2),
    mLastScrollX(0.0f), mLastScrollY(0.0f)
{
    const int size = mWidth * mHeight;

    mMetaTiles = new MetaTile[size];
    for (int i = 0; i < NB_BLOCKTYPES; i++)
    {
        mOccupation[i] = new int[size];
        memset(mOccupation[i], 0, size * sizeof(int));
    }
}

Map::~Map()
{
    // delete metadata, layers, tilesets and overlays
    delete[] mMetaTiles;
    for (int i = 0; i < NB_BLOCKTYPES; i++)
    {
        delete[] mOccupation[i];
    }
    delete_all(mLayers);
    delete_all(mTilesets);
    delete_all(mForegrounds);
    delete_all(mBackgrounds);
    delete_all(mTileAnimations);
}

void Map::initializeAmbientLayers()
{
    ResourceManager *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("foreground" + toString(i) + "image"))
        {
            name = "foreground" + toString(i);
        }
        else if (hasProperty("overlay" + toString(i) + "image"))
        {
            name = "overlay" + toString(i);
        }
        else
        {
            break; // the FOR loop
        }

        Image *img = resman->getImage(getProperty(name + "image"));
        const float speedX = getFloatProperty(name + "scrollX");
        const float speedY = getFloatProperty(name + "scrollY");
        const float parallax = getFloatProperty(name + "parallax");
        const bool keepRatio = getBoolProperty(name + "keepratio");

        if (img)
        {
            mForegrounds.push_back(
                    new AmbientLayer(img, parallax, speedX, speedY, keepRatio));

            // The AmbientLayer takes control over the image.
            img->decRef();
        }
    }


    // search for "background*" in map properties
    for (int i = 0;
         hasProperty("background" + toString(i) + "image");
         i++)
    {
        const std::string name = "background" + toString(i);

        Image *img = resman->getImage(getProperty(name + "image"));
        const float speedX = getFloatProperty(name + "scrollX");
        const float speedY = getFloatProperty(name + "scrollY");
        const float parallax = getFloatProperty(name + "parallax");
        const bool keepRatio = getBoolProperty(name + "keepratio");

        if (img)
        {
            mBackgrounds.push_back(
                    new AmbientLayer(img, parallax, speedX, speedY, keepRatio));

            // The AmbientLayer takes control over the image.
            img->decRef();
        }
    }
}

void Map::addLayer(MapLayer *layer)
{
    mLayers.push_back(layer);
}

void Map::addTileset(Tileset *tileset)
{
    mTilesets.push_back(tileset);

    if (tileset->getHeight() > mMaxTileHeight)
        mMaxTileHeight = tileset->getHeight();
}

bool actorCompare(const Actor *a, const Actor *b)
{
    return a->getPixelY() < b->getPixelY();
}

void Map::update(int ticks)
{
    // Update animated tiles
    for (std::map<int, TileAnimation*>::iterator iAni = mTileAnimations.begin();
         iAni != mTileAnimations.end();
         iAni++)
    {
        iAni->second->update(ticks);
    }
}

void Map::draw(Graphics *graphics, int scrollX, int scrollY)
{
    // Calculate range of tiles which are on-screen
    int endPixelY = graphics->getHeight() + scrollY + mTileHeight - 1;
    endPixelY += mMaxTileHeight - mTileHeight;
    int startX = scrollX / mTileWidth;
    int startY = scrollY / mTileHeight;
    int endX = (graphics->getWidth() + scrollX + mTileWidth - 1) / mTileWidth;
    int endY = endPixelY / mTileHeight;

    // Make sure actors are sorted ascending by Y-coordinate
    // so that they overlap correctly
    mActors.sort(actorCompare);

    // update scrolling of all ambient layers
    updateAmbientLayers(scrollX, scrollY);

    // Draw backgrounds
    drawAmbientLayers(graphics, BACKGROUND_LAYERS, scrollX, scrollY,
            (int) config.getValue("OverlayDetail", 2));

    // draw the game world
    Layers::const_iterator layeri = mLayers.begin();
    for (; layeri != mLayers.end(); ++layeri)
    {
        (*layeri)->draw(graphics,
                        startX, startY, endX, endY,
                        scrollX, scrollY,
                        mActors, mDebugFlags);
    }

    // Draws beings with a lower opacity to make them visible
    // even when covered by a wall or some other elements...
    Actors::const_iterator ai = mActors.begin();
    while (ai != mActors.end())
    {
        if (Actor *actor = *ai)
        {
            // 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, scrollX, scrollY,
            (int) config.getValue("OverlayDetail", 2));
}

void Map::drawCollision(Graphics *graphics, int scrollX, int scrollY,
                        int debugFlags)
{
    int endPixelY = graphics->getHeight() + scrollY + mTileHeight - 1;
    int startX = scrollX / mTileWidth;
    int startY = scrollY / mTileHeight;
    int endX = (graphics->getWidth() + 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;

    for (int y = startY; y < endY; y++)
    {
        for (int x = startX; x < endX; x++)
        {

            graphics->setColor(gcn::Color(0, 0, 0, 64));
            if (debugFlags < MAP_SPECIAL)
            {
                graphics->drawRectangle(gcn::Rectangle(
                    x * mTileWidth - scrollX,
                    y * mTileHeight - scrollY,
                    33, 33));
            }

            if (!getWalk(x, y, BLOCKMASK_WALL))
            {
                graphics->setColor(gcn::Color(0, 0, 200, 64));
                graphics->fillRectangle(gcn::Rectangle(
                    x * mTileWidth - scrollX,
                    y * mTileHeight - scrollY,
                    32, 32));
            }

            if (!getWalk(x, y, BLOCKMASK_MONSTER))
            {
                graphics->setColor(gcn::Color(200, 0, 0, 64));
                graphics->fillRectangle(gcn::Rectangle(
                    x * mTileWidth - scrollX,
                    y * mTileHeight - scrollY,
                    32, 32));
            }

            if (!getWalk(x, y, BLOCKMASK_CHARACTER))
            {
                graphics->setColor(gcn::Color(0, 200, 0, 64));
                graphics->fillRectangle(gcn::Rectangle(
                    x * mTileWidth - scrollX,
                    y * mTileHeight - scrollY,
                    32, 32));
            }
        }
    }
}

void Map::updateAmbientLayers(float scrollX, float scrollY)
{
    static int lastTick = tick_time; // static = only initialized at first call

    if (mLastScrollX == 0.0f && mLastScrollY == 0.0f)
    {
        // First call - initialisation
        mLastScrollX = scrollX;
        mLastScrollY = scrollY;
    }

    // Update Overlays
    float dx = scrollX - mLastScrollX;
    float dy = scrollY - mLastScrollY;
    int timePassed = get_elapsed_time(lastTick);

    std::list<AmbientLayer*>::iterator i;
    for (i = mBackgrounds.begin(); i != mBackgrounds.end(); i++)
    {
        (*i)->update(timePassed, dx, dy);
    }
    for (i = mForegrounds.begin(); i != mForegrounds.end(); i++)
    {
        (*i)->update(timePassed, dx, dy);
    }
    mLastScrollX = scrollX;
    mLastScrollY = scrollY;
    lastTick = tick_time;
}

void Map::drawAmbientLayers(Graphics *graphics, LayerType type,
                      float scrollX, float scrollY, int detail)
{
    // Detail 0 = no ambient effects except background image
    if (detail <= 0 && type != BACKGROUND_LAYERS) return;

    // find out which layer list to draw
    std::list<AmbientLayer*> *layers;
    switch (type)
    {
        case FOREGROUND_LAYERS:
            layers = &mForegrounds;
            break;
        case BACKGROUND_LAYERS:
            layers = &mBackgrounds;
            break;
        default:
            // New type of ambient layers added here without adding it
            // to Map::drawAmbientLayers.
            assert(false);
            break;
    }

    // Draw overlays
    for (std::list<AmbientLayer*>::iterator i = layers->begin();
         i != layers->end(); i++)
    {
        (*i)->draw(graphics, graphics->getWidth(), graphics->getHeight());

        // Detail 1: only one overlay, higher: all overlays
        if (detail == 1)
            break;
    }
}

class ContainsGidFunctor
{
    public:
        bool operator() (const Tileset *set) const
        {
            return (set->getFirstGid() <= gid &&
                    gid - set->getFirstGid() < (int)set->size());
        }
        int gid;
} containsGid;

Tileset *Map::getTilesetWithGid(int gid) const
{
    containsGid.gid = gid;

    Tilesets::const_iterator i = find_if(mTilesets.begin(), mTilesets.end(),
            containsGid);

    return (i == mTilesets.end()) ? NULL : *i;
}

void Map::blockTile(int x, int y, BlockType type)
{
    if (type == BLOCKTYPE_NONE || !contains(x, y))
        return;

    const int tileNum = x + y * mWidth;

    if ((++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;
            default:
                // Do nothing.
                break;
        }
    }
}

bool Map::getWalk(int x, int y, unsigned char walkmask) const
{
    // You can't walk outside of the map
    if (!contains(x, y))
        return false;

    // Check if the tile is walkable
    return !(mMetaTiles[x + y * mWidth].blockmask & walkmask);
}

bool Map::occupied(int x, int y) const
{
    const ActorSprites &actors = actorSpriteManager->getAll();
    ActorSpritesConstIterator it, it_end;
    for (it = actors.begin(), it_end = actors.end(); it != it_end; it++)
    {
        const ActorSprite *actor = *it;

        if (actor->getTileX() == x && actor->getTileY() == y &&
            actor->getType() != ActorSprite::FLOOR_ITEM)
            return true;
    }

    return false;
}

bool Map::contains(int x, int y) const
{
    return x >= 0 && y >= 0 && x < mWidth && y < mHeight;
}

MetaTile *Map::getMetaTile(int x, int y) const
{
    return &mMetaTiles[x + y * mWidth];
}

Actors::iterator Map::addActor(Actor *actor)
{
    mActors.push_front(actor);
    return mActors.begin();
}

void Map::removeActor(Actors::iterator iterator)
{
    mActors.erase(iterator);
}

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
{
    std::string fileName = getProperty("_filename");
    int lastSlash = fileName.rfind("/") + 1;
    int lastDot = fileName.rfind(".");

    return fileName.substr(lastSlash, lastDot - lastSlash);
}

Position Map::checkNodeOffsets(int radius, unsigned char walkMask,
                               const Position &position) const
{
    // Pre-computing character's position in tiles
    const int tx = position.x / 32;
    const int ty = position.y / 32;

    // Pre-computing character's position offsets.
    int fx = position.x % 32;
    int fy = position.y % 32;

    // 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 > 32 / 2) radius = 32 / 2;
    // set a default value if no value returned.
    if (radius < 1) radius = 32 / 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 = fy = radius;
    }
    // Top-right border check
    if (!getWalk(tx + 1, ty - 1, walkMask)
        && (fy < radius) && fx > (32 - radius))
    {
        fx = 32 -radius;
        fy = radius;
    }
    // Bottom-left border check
    if (!getWalk(tx - 1, ty + 1, walkMask)
        && fy > (32 - radius) && fx < radius)
    {
        fx = radius;
        fy = 32 - radius;
    }
    // Bottom-right border check
    if (!getWalk(tx + 1, ty + 1, walkMask)
        && fy > (32 - radius) && fx > (32 - radius))
    {
        fx = fy = 32 -radius;
    }

    // Fix coordinates so that the player does not seem to dig into walls.
    if (fx > (32 - radius) && !getWalk(tx + 1, ty, walkMask))
        fx = 32 - radius;
    else if (fx < radius && !getWalk(tx - 1, ty, walkMask))
        fx = radius;
    else if (fy > (32 - radius) && !getWalk(tx, ty + 1, walkMask))
        fy = 32 - radius;
    else if (fy < radius && !getWalk(tx, ty - 1, walkMask))
        fy = radius;

    return Position(tx * 32 + fx, ty * 32 + fy);
}

Path Map::findPixelPath(int startPixelX, int startPixelY, int endPixelX,
                         int endPixelY,
                         int radius, unsigned char walkMask, int maxCost)
{
    Path myPath = findPath(startPixelX / 32, startPixelY / 32,
                           endPixelX / 32, endPixelY / 32, walkMask, maxCost);

    // Don't compute empty coordinates.
    if (myPath.empty())
        return myPath;

    // Find the starting offset
    float startOffsetX = (startPixelX % 32);
    float startOffsetY = (startPixelY % 32);

    // Find the ending offset
    float endOffsetX = (endPixelX % 32);
    float endOffsetY = (endPixelY % 32);

    // Find the distance, and divide it by the number of steps
    int changeX = (int)((endOffsetX - startOffsetX) / myPath.size());
    int changeY = (int)((endOffsetY - startOffsetY) / myPath.size());

    // Convert the map path to pixels over tiles
    // And add interpolation between the starting and ending offsets
    Path::iterator it = myPath.begin();
    int i = 0;
    while (it != myPath.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 * 32 + startOffsetX + changeX * i,
                               it->y * 32 + startOffsetY + 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.
    Position destination = checkNodeOffsets(radius, walkMask,
                                            endPixelX, endPixelY);
    myPath.pop_back();
    myPath.push_back(destination);

    return myPath;
}

Path Map::findPath(int startX, int startY, int destX, int destY,
                   unsigned char walkmask, int maxCost)
{
    static int const basicCost = 100;

    // Path to be built up (empty by default)
    Path path;

    // Declare open list, a list with open tiles sorted on F cost
    std::priority_queue<Location> openList;

    // Return when destination not walkable
    if (!getWalk(destX, destY, walkmask))
        return path;

    // Reset starting tile's G cost to 0
    MetaTile *startTile = getMetaTile(startX, startY);
    startTile->Gcost = 0;

    // 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.
        Location curr = openList.top();
        openList.pop();

        // 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 (curr.tile->whichList == mOnClosedList)
        {
            continue;
        }

        // Put the current tile on the closed list
        curr.tile->whichList = mOnClosedList;

        // Check the adjacent tiles
        for (int dy = -1; dy <= 1; dy++)
        {
            for (int dx = -1; dx <= 1; dx++)
            {
                // Calculate location of tile to check
                const int x = curr.x + dx;
                const int y = curr.y + dy;

                // 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) || !contains(x, y))
                {
                    continue;
                }

                MetaTile *newTile = getMetaTile(x, y);

                // Skip if the tile is on the closed list or is not walkable
                // unless its the destination tile
                if (newTile->whichList == mOnClosedList ||
                    ((newTile->blockmask & walkmask)
                     && !(x == destX && y == destY)))
                {
                    continue;
                }

                // When taking a diagonal step, verify that we can skip the
                // corner.
                if (dx != 0 && dy != 0)
                {
                    MetaTile *t1 = getMetaTile(curr.x, curr.y + dy);
                    MetaTile *t2 = getMetaTile(curr.x + dx, curr.y);

                    if ((t1->blockmask | t2->blockmask) & BLOCKMASK_WALL)
                        continue;
                }

                // Calculate G cost for this route, ~sqrt(2) for moving diagonal
                int Gcost = curr.tile->Gcost +
                    (dx == 0 || dy == 0 ? basicCost : basicCost * 362 / 256);

                /* 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 (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. */
                    int dx = std::abs(x - destX), dy = std::abs(y - destY);
                    newTile->Hcost = std::abs(dx - dy) * basicCost +
                        std::min(dx, dy) * (basicCost * 362 / 256);

                    // 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.
    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
            MetaTile *tile = getMetaTile(pathX, pathY);
            pathX = tile->parentX;
            pathY = tile->parentY;
        }
    }

    return path;
}

void Map::addParticleEffect(const std::string &effectFile, int x, int y, int w, int h)
{
    ParticleEffectData newEffect;
    newEffect.file = effectFile;
    newEffect.x = x;
    newEffect.y = y;
    newEffect.w = w;
    newEffect.h = h;
    particleEffects.push_back(newEffect);

}

void Map::initializeParticleEffects(Particle *particleEngine)
{
    Particle *p;

    if (config.getValue("particleeffects", 1))
    {
        for (std::list<ParticleEffectData>::iterator i = particleEffects.begin();
             i != particleEffects.end();
             i++
            )
        {
            p = particleEngine->addEffect(i->file, i->x, i->y);
            if (p && i->w > 0 && i->h > 0)
            {
                p->adjustEmitterSize(i->w, i->h);
            }
        }
    }
}

TileAnimation *Map::getAnimationForGid(int gid) const
{
    std::map<int, TileAnimation*>::const_iterator i = mTileAnimations.find(gid);
    return (i == mTileAnimations.end()) ? NULL : i->second;
}