mirror of
https://github.com/opentibiabr/remeres-map-editor
synced 2026-08-15 18:26:04 -04:00
Improve OTBM load/save and map view performance This change improves Remere's Map Editor performance in OTBM load/save paths, object allocation, binary serialization, tile lookup, and idle map rendering. Measured impact: Object pool allocation: - Slab refill events reduced from 17,830 to 2,230, about 87.5% fewer refills. - 48-byte class refills reduced from 4,276 to 535, about 87.5% fewer refills. - 64-byte class refills reduced from 5 to 1, about 80.0% fewer refills. - 128-byte class refills reduced from 8,776 to 1,097, about 87.5% fewer refills. - 1024-byte class refills reduced from 4,773 to 597, about 87.5% fewer refills. - rme::allocatePooledObject sampled CPU share reduced from 20.01% to 14.62%, about 26.9% lower sampled share. - Total pooled allocation calls stayed at 42,559,971 for the measured workload. - Heap fallback allocations stayed at 0, confirming the hot load path remains pooled. Latest mixed load/save profile: - GUI::LoadMap remained the dominant sampled cost at 67.02%. - IOMapOTBM::loadMap accounted for 60.23% total sampled CPU, with 56.34% in the inner load body. - GUI::SaveMap and Editor::saveMap accounted for 28.16%. - IOMapOTBM::saveMap accounted for 27.63%. - BaseMap::forEachTileLocation during save accounted for 23.01%. - Tile::Tile accounted for 11.53%. - Tile::addLoadedItem accounted for 8.15%. - Item::Create accounted for 6.99%. - QTreeNode::createFloor accounted for 6.71%. - BinaryNode::advance and BinaryNode::load accounted for 5.37% and 3.81%. Map view idle and preview rendering: - Static map-view sampled CPU dropped from 139,767 sampled units to 126 sampled units after overlay-only refresh reuse. - MapCanvas::OnPaint dropped from 46,229 sampled units and 32.20% to 19 sampled units and 15.08%. - GLRenderer::flushCommands dropped from 24,321 sampled units and 16.94% to 4 sampled units and 3.17%. - Performance stats refresh changed from a 16 ms scene-dirty timer to a 500 ms overlay-only timer. - Show Preview changed from a 16 ms scene-dirty timer to a 250 ms scene-dirty timer. - Position indicator keeps the 16 ms scene-dirty timer because it is expected to animate smoothly while active. Main changes: - Added cached floor and tile lookup while loading OTBM map data and spawn files. - Added direct TileLocation assignment for parser paths that already resolved the destination location. - Added BaseMap::forEachTileLocation for direct save traversal of existing tile locations. - Added a small-object slab allocator for hot Item, Tile, and Floor allocations. - Added pool owner-thread binding and diagnostics for allocation validation. - Increased slab sizing to reduce refill pressure in large-map loads. - Improved binary node writing by batching raw bytes and avoiding redundant cache renewal checks. - Avoided rewriting XML sidecar files when serialized content only differs by line endings. - Fixed invalid ground serialization so placeholder ground id 0 no longer drops the rest of the tile contents during save. - Split map canvas refresh into scene-dirty and overlay-only paths. - Adjusted animation timer behavior for position indicator, Show Preview, and performance stats. - Scaled tooltip rendering with map zoom, clamped to 55% minimum. - Kept review and Sonar cleanups away from hot path regressions with targeted NOSONAR annotations or FORCEINLINE where needed. - Added AGENTS.md guidance for future Git, build, and PCH discipline. Notes: - The Visual Studio captures are sampling profiles, so percentages represent CPU sample share, not direct wall-clock speedup. - The latest profile is a mixed interaction profile, not a strict load-only or save-only benchmark. - The allocator counters are the strongest before/after measurement in this change. - No OTBM format or map semantics are intended to change.
381 lines
9.7 KiB
C++
381 lines
9.7 KiB
C++
//////////////////////////////////////////////////////////////////////
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// This file is part of Remere's Map Editor
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//////////////////////////////////////////////////////////////////////
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// Remere's Map Editor is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Remere's Map Editor is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//////////////////////////////////////////////////////////////////////
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#ifndef RME_TILE_H
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#define RME_TILE_H
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#include "position.h"
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#include "item.h"
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#include "map_region.h"
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#include "spawn_npc.h"
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#include "npc.h"
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#include <unordered_set>
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enum {
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TILESTATE_NONE = 0x0000,
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TILESTATE_PROTECTIONZONE = 0x0001,
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TILESTATE_DEPRECATED = 0x0002, // Reserved
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TILESTATE_NOPVP = 0x0004,
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TILESTATE_NOLOGOUT = 0x0008,
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TILESTATE_PVPZONE = 0x0010,
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TILESTATE_REFRESH = 0x0020,
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// Internal
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TILESTATE_SELECTED = 0x0001,
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TILESTATE_UNIQUE = 0x0002,
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TILESTATE_BLOCKING = 0x0004,
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TILESTATE_OP_BORDER = 0x0008, // If this is true, gravel will be placed on the tile!
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TILESTATE_HAS_TABLE = 0x0010,
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TILESTATE_HAS_CARPET = 0x0020,
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TILESTATE_MODIFIED = 0x0040,
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};
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enum : uint8_t {
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INVALID_MINIMAP_COLOR = 0xFF
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};
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class Tile {
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public: // Members
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TileLocation* location;
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Item* ground;
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ItemVector items;
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std::vector<Monster*> monsters;
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SpawnMonster* spawnMonster;
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Npc* npc;
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SpawnNpc* spawnNpc;
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uint32_t house_id; // House id for this tile (pointer not safe)
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std::set<unsigned int> zones;
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public:
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static void* operator new(size_t size);
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static void operator delete(void* ptr) noexcept;
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#ifdef DEBUG_MEM
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static void* operator new(size_t size, const char* file, int line);
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static void operator delete(void* ptr, const char* file, int line) noexcept;
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#endif
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// ALWAYS use this constructor if the Tile is EVER going to be placed on a map
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Tile(TileLocation &location);
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// Use this when the tile is only used internally by the editor (like in certain brushes)
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Tile(int x, int y, int z);
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~Tile();
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// Argument is a the map to allocate the tile from
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Tile* deepCopy(BaseMap &map) const;
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// The location of the tile
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// Stores state that remains between the tile being moved (like house exits)
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void setLocation(TileLocation* where) {
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location = where;
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}
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TileLocation* getLocation() {
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return location;
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}
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const TileLocation* getLocation() const {
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return location;
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}
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// Position of the tile
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const Position &getPosition() const noexcept {
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return location->getPosition();
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}
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int getX() const noexcept {
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return location->getX();
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}
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int getY() const noexcept {
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return location->getY();
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}
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int getZ() const noexcept {
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return location->getZ();
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}
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uint16_t getGroundSpeed() const noexcept;
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public: // Functions
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// Absorb the other tile into this tile
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void merge(Tile* other);
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// Has tile been modified since the map was loaded/created?
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bool isModified() const {
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return testFlags(statflags, TILESTATE_MODIFIED);
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}
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void modify() {
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statflags |= TILESTATE_MODIFIED;
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}
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void unmodify() {
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statflags &= ~TILESTATE_MODIFIED;
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}
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// Get memory footprint size
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uint32_t memsize() const;
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// Get number of items on the tile
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bool empty() const {
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return !ground && items.empty() && monsters.empty() && !spawnMonster && !npc && !spawnNpc && (!location || (!location->getHouseExits() && !location->getSpawnMonsterCount() && !location->getSpawnNpcCount() && !location->getWaypointCount()));
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}
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int size() const;
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// Blocking?
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bool isBlocking() const {
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return testFlags(statflags, TILESTATE_BLOCKING);
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}
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// PVP
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bool isPVP() const noexcept {
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return mapflags & TILESTATE_PVPZONE;
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}
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// NO PVP
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bool isNoPVP() const noexcept {
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return mapflags & TILESTATE_NOPVP;
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}
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// PZ
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bool isNoLogout() const noexcept {
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return mapflags & TILESTATE_NOLOGOUT;
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}
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// PZ
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bool isPZ() const noexcept {
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return testFlags(mapflags, TILESTATE_PROTECTIONZONE);
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}
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void setPZ(bool pz) {
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if (pz) {
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mapflags |= TILESTATE_PROTECTIONZONE;
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} else {
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mapflags &= ~TILESTATE_PROTECTIONZONE;
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}
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}
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bool hasProperty(enum ITEMPROPERTY prop) const;
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int getIndexOf(Item* item) const;
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Item* getTopItem() const; // Returns the topmost item, or nullptr if the tile is empty
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Item* getItemAt(int index) const;
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void addItem(Item* item);
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void addItem(Item* item, const ItemType &type);
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void addLoadedItem(Item* item, const ItemType &type);
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bool removeItem(const Item* item);
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void clearGround();
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void replaceGround(Item* newGround);
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void clearMonsters();
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void clearSpawnMonster();
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void select();
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void deselect();
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void addMonster(Monster* monster);
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Monster* getTopMonster() const; // Returns the topmost monster, or nullptr
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std::vector<Monster*> popSelectedMonsters();
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std::vector<Monster*> getSelectedMonsters();
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bool isMonsterRepeated(const std::string &searchMonster) const;
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// This selects borders too
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void selectGround();
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void deselectGround();
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bool isSelected() const {
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return testFlags(statflags, TILESTATE_SELECTED);
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}
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bool hasUniqueItem() const {
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return testFlags(statflags, TILESTATE_UNIQUE);
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}
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ItemVector popSelectedItems(bool ignoreTileSelected = false);
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ItemVector getSelectedItems();
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Item* getTopSelectedItem();
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// Refresh internal flags (such as selected etc.)
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void update();
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void finalizeLoadedState();
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uint8_t getMiniMapColor() const;
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bool hasItems() const noexcept {
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return ground || !items.empty();
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}
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bool hasGround() const noexcept {
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return ground != nullptr;
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}
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bool hasBorders() const {
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return !items.empty() && items.front()->isBorder();
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}
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// Get the border brush of this tile
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GroundBrush* getGroundBrush() const;
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// Remove all borders (for autoborder)
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void cleanBorders();
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// Add a border item (added at the bottom of all items)
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void addBorderItem(Item* item);
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// Borderize this tile
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void borderize(BaseMap* parent);
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bool hasTable() const noexcept {
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return testFlags(statflags, TILESTATE_HAS_TABLE);
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}
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Item* getTable() const;
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bool hasCarpet() const noexcept {
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return testFlags(statflags, TILESTATE_HAS_CARPET);
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}
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Item* getCarpet() const;
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bool hasOptionalBorder() const noexcept {
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return testFlags(statflags, TILESTATE_OP_BORDER);
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}
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void setOptionalBorder(bool b) {
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if (b) {
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statflags |= TILESTATE_OP_BORDER;
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} else {
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statflags &= ~TILESTATE_OP_BORDER;
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}
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}
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// Get the (first) wall of this tile
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Item* getWall() const;
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bool hasWall() const;
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// Remove all walls from the tile (for autowall) (only of those belonging to the specified brush
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void cleanWalls(WallBrush* brush);
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// Remove all walls from the tile
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void cleanWalls(bool dontdelete = false);
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// Add a wall item (same as just addItem, but an additional check to verify that it is a wall)
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void addWallItem(Item* item);
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// Wallize (name sucks, I know) this tile
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void wallize(BaseMap* parent);
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// Remove all tables from this tile
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void cleanTables(bool dontdelete = false);
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// Tableize (name sucks even worse, I know) this tile
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void tableize(BaseMap* parent);
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// Carpetize (name sucks even worse than last one, I know) this tile
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void carpetize(BaseMap* parent);
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// Has to do with houses
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bool isHouseTile() const noexcept;
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uint32_t getHouseID() const noexcept;
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void addHouseExit(House* house);
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void removeHouseExit(House* house);
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bool isHouseExit() const;
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const HouseExitList* getHouseExits() const;
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HouseExitList* getHouseExits();
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bool hasHouseExit(uint32_t houseId) const;
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void setHouse(House* house);
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// Mapflags (PZ, PVPZONE etc.)
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void setMapFlags(uint16_t flags);
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void unsetMapFlags(uint16_t flags);
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uint16_t getMapFlags() const noexcept;
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// Statflags (You really ought not to touch this)
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void setStatFlags(uint16_t flags);
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void unsetStatFlags(uint16_t flags);
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uint16_t getStatFlags() const noexcept;
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bool hasZone() const {
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return !zones.empty();
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}
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bool hasZone(unsigned int zone) const {
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return zones.find(zone) != zones.end();
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}
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void addZone(unsigned int zone) {
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if (zone == 0) {
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return;
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}
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zones.insert(zone);
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}
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void removeZone(unsigned int zone) {
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zones.erase(zone);
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}
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void removeZones() {
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zones.clear();
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}
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protected:
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union {
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struct {
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uint16_t mapflags;
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uint16_t statflags;
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};
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uint32_t flags;
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};
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private:
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uint8_t minimapColor;
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void updateStateForItem(const Item* item, const ItemType &type);
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Tile(const Tile &tile); // No copy
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Tile &operator=(const Tile &i); // Can't copy
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Tile &operator==(const Tile &i); // Can't compare
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};
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typedef std::vector<Tile*> TileVector;
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typedef std::unordered_set<Tile*> TileSet;
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typedef std::list<Tile*> TileList;
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inline bool Tile::hasWall() const {
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return getWall() != nullptr;
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}
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inline bool Tile::isHouseTile() const noexcept {
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return house_id != 0;
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}
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inline uint32_t Tile::getHouseID() const noexcept {
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return house_id;
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}
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inline HouseExitList* Tile::getHouseExits() {
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return location->getHouseExits();
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}
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inline const HouseExitList* Tile::getHouseExits() const {
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return location->getHouseExits();
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}
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inline bool Tile::isHouseExit() const {
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const HouseExitList* exits = location->getHouseExits();
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return exits && !exits->empty();
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}
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inline void Tile::setMapFlags(uint16_t flags) {
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mapflags = flags | mapflags;
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}
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inline void Tile::unsetMapFlags(uint16_t flags) {
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mapflags &= ~flags;
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}
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inline uint16_t Tile::getMapFlags() const noexcept {
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return mapflags;
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}
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inline void Tile::setStatFlags(uint16_t flags) {
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statflags = flags | statflags;
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}
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inline void Tile::unsetStatFlags(uint16_t flags) {
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statflags &= ~flags;
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}
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inline uint16_t Tile::getStatFlags() const noexcept {
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return statflags;
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}
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#endif
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