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Comparing deliantra/server/common/map.C (file contents):
Revision 1.115 by root, Wed Aug 1 01:53:13 2007 UTC vs.
Revision 1.162 by root, Tue Oct 13 18:22:44 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
32 32
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
71 * by the caller. 71 * by the caller.
72 */ 72 */
73int 73int
74blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 75{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 77 * have already checked this.
81 */ 78 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 80 {
86 } 83 }
87 84
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
89 * directly. 86 * directly.
90 */ 87 */
91 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
92 89
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
94 92
95 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 95 * things we need to do for players.
98 */ 96 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 98 return 0;
101 99
102 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
103 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
104 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
105 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
115 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
118 */ 116 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
121 120
122 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
124 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
125 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
126 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
127 * pass through this space. 128 * pass through this space.
128 */ 129 */
129 if (tmp->last_sp) 130 if (tmp->last_sp)
130 { 131 {
131 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
132 return 1; 133 return 1;
133 else
134 continue;
135 } 134 }
136 else 135 else
137 { 136 {
138 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
139 * if they do, they can't pass through. 138 * if they do, they can't pass through.
140 */ 139 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
142 return 1; 141 return 1;
143 else
144 continue;
145 } 142 }
146 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
147 else 148 else
148 { 149 {
149 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
150 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
151 * movement, can't move here. 152 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a 153 * second - if a monster, can't move there, unless it is a
153 * hidden dm 154 * dm.
154 */ 155 */
155 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
156 return 1; 157 return 1;
157 158
158 if (tmp->flag [FLAG_ALIVE] 159 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 160 && tmp->head_ () != ob
160 && tmp != ob 161 && tmp != ob
161 && tmp->type != DOOR 162 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 163 && !tmp->flag [FLAG_WIZ])
163 return 1; 164 return 1;
164 } 165 }
165
166 } 166 }
167
167 return 0; 168 return 0;
168} 169}
169 170
170/* 171/*
171 * Returns true if the given object can't fit in the given spot. 172 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 173 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 174 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 175 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 176 * object and makes sure they can be inserted.
176 * 177 *
177 * While this doesn't call out of map, the get_map_flags does. 178 * While this doesn't call out of map, the get_map_flags does.
178 * 179 *
179 * This function has been used to deprecate arch_out_of_map - 180 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 181 * this function also does that check, and since in most cases,
191 * 192 *
192 * Note this used to be arch_blocked, but with new movement 193 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 194 * code, we need to have actual object to check its move_type
194 * against the move_block values. 195 * against the move_block values.
195 */ 196 */
196int 197bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 198object::blocked (maptile *m, int x, int y) const
198{ 199{
199 archetype *tmp; 200 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 201 {
202 mapxy pos (m, x + tmp->x, y + tmp->y);
213 203
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 204 if (!pos.normalise ())
215 { 205 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 206
218 if (flag & P_OUT_OF_MAP) 207 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 208
220 if (flag & P_IS_ALIVE) 209 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 210 return 1;
222 211
223 mapspace &ms = m1->at (sx, sy); 212 /* However, often ob doesn't have any move type
224 213 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 214 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 215 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 216 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 217 continue;
232 218
233 /* Note it is intentional that we check ob - the movement type of the 219 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 220 * head of the object should correspond for the entire object.
235 */ 221 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 222 if (ms.blocks (move_type))
237 return P_NO_PASS; 223 return 1;
238 } 224 }
239 225
240 return 0; 226 return 0;
241} 227}
242 228
260 246
261 insert_ob_in_ob (tmp, container); 247 insert_ob_in_ob (tmp, container);
262 tmp = next; 248 tmp = next;
263 } 249 }
264 250
265 /* sum_weight will go through and calculate what all the containers are 251 // go through and calculate what all the containers are carrying.
266 * carrying. 252 //TODO: remove
267 */ 253 container->update_weight ();
268 sum_weight (container);
269} 254}
270 255
271void 256void
272maptile::set_object_flag (int flag, int value) 257maptile::set_object_flag (int flag, int value)
273{ 258{
275 return; 260 return;
276 261
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 262 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 263 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 264 tmp->flag [flag] = value;
265}
266
267void
268maptile::post_load_original ()
269{
270 if (!spaces)
271 return;
272
273 set_object_flag (FLAG_OBJ_ORIGINAL);
274
275 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp);
280} 278}
281 279
282/* link_multipart_objects go through all the objects on the map looking 280/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 281 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 282 * info we have, they only have the head (as would be expected when
322bool 320bool
323maptile::_load_objects (object_thawer &f) 321maptile::_load_objects (object_thawer &f)
324{ 322{
325 for (;;) 323 for (;;)
326 { 324 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 325 coroapi::cede_to_tick (); // cede once in a while
328 326
329 switch (f.kw) 327 switch (f.kw)
330 { 328 {
331 case KW_arch: 329 case KW_arch:
332 if (object *op = object::read (f, this)) 330 if (object *op = object::read (f, this))
333 { 331 {
332 // TODO: why?
334 if (op->inv) 333 if (op->inv)
335 sum_weight (op); 334 op->update_weight ();
336 335
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
337 {
338 // we insert manually because
339 // a) its way faster
340 // b) we remove manually, too, and there are good reasons for that
341 // c) it's correct
342 mapspace &ms = at (op->x, op->y);
343
344 op->flag [FLAG_REMOVED] = false;
345
346 op->above = 0;
347 op->below = ms.top;
348
349 *(ms.top ? &ms.top->above : &ms.bot) = op;
350
351 ms.top = op;
352 ms.flags_ = 0;
353 }
354 else
355 {
356 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
357 op->destroy ();
358 }
338 } 359 }
339 360
340 continue; 361 continue;
341 362
342 case KW_EOF: 363 case KW_EOF:
355} 376}
356 377
357void 378void
358maptile::activate () 379maptile::activate ()
359{ 380{
360 active = true;
361
362 if (spaces) 381 if (spaces)
363 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 382 for (mapspace *ms = spaces + size (); ms-- > spaces; )
364 for (object *op = ms->bot; op; op = op->above) 383 for (object *op = ms->bot; op; op = op->above)
365 op->activate_recursive (); 384 op->activate_recursive ();
366} 385}
367 386
368void 387void
369maptile::deactivate () 388maptile::deactivate ()
370{ 389{
371 active = false;
372
373 if (spaces) 390 if (spaces)
374 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 391 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above) 392 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive (); 393 op->deactivate_recursive ();
377} 394}
387 if (!spaces) 404 if (!spaces)
388 return false; 405 return false;
389 406
390 for (int i = 0; i < size (); ++i) 407 for (int i = 0; i < size (); ++i)
391 { 408 {
392 int unique = 0; 409 bool unique = 0;
410
393 for (object *op = spaces [i].bot; op; op = op->above) 411 for (object *op = spaces [i].bot; op; op = op->above)
394 { 412 {
395 if (op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]) 413 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
396 unique = 1;
397 414
398 if (!op->can_map_save ()) 415 if (expect_false (!op->can_map_save ()))
399 continue; 416 continue;
400 417
401 if (unique || op->flag [FLAG_UNIQUE]) 418 if (expect_false (unique || op->flag [FLAG_UNIQUE]))
402 { 419 {
403 if (flags & IO_UNIQUES) 420 if (flags & IO_UNIQUES)
404 op->write (f); 421 op->write (f);
405 } 422 }
406 else if (flags & IO_OBJECTS) 423 else if (expect_true (flags & IO_OBJECTS))
407 op->write (f); 424 op->write (f);
408 } 425 }
409 } 426 }
410 427
411 coroapi::cede_to_tick (); 428 coroapi::cede_to_tick ();
412 429
413 return true; 430 return true;
414}
415
416bool
417maptile::_load_objects (const char *path, bool skip_header)
418{
419 object_thawer f (path);
420
421 if (!f)
422 return false;
423
424 f.next ();
425
426 if (skip_header)
427 for (;;)
428 {
429 keyword kw = f.kw;
430 f.skip ();
431 if (kw == KW_end)
432 break;
433 }
434
435 return _load_objects (f);
436} 431}
437 432
438bool 433bool
439maptile::_save_objects (const char *path, int flags) 434maptile::_save_objects (const char *path, int flags)
440{ 435{
615bool 610bool
616maptile::_load_header (object_thawer &thawer) 611maptile::_load_header (object_thawer &thawer)
617{ 612{
618 for (;;) 613 for (;;)
619 { 614 {
620 thawer.next ();
621
622 switch (thawer.kw) 615 switch (thawer.kw)
623 { 616 {
624 case KW_msg: 617 case KW_msg:
625 thawer.get_ml (KW_endmsg, msg); 618 thawer.get_ml (KW_endmsg, msg);
626 break; 619 break;
660 case KW_sky: thawer.get (sky); break; 653 case KW_sky: thawer.get (sky); break;
661 654
662 case KW_per_player: thawer.get (per_player); break; 655 case KW_per_player: thawer.get (per_player); break;
663 case KW_per_party: thawer.get (per_party); break; 656 case KW_per_party: thawer.get (per_party); break;
664 case KW_no_reset: thawer.get (no_reset); break; 657 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break;
665 659
666 case KW_region: default_region = region::find (thawer.get_str ()); break; 660 case KW_region: default_region = region::find (thawer.get_str ()); break;
667 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 661 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
668 662
669 // old names new names 663 // old names new names
681 case KW_tile_path_2: thawer.get (tile_path [1]); break; 675 case KW_tile_path_2: thawer.get (tile_path [1]); break;
682 case KW_tile_path_3: thawer.get (tile_path [2]); break; 676 case KW_tile_path_3: thawer.get (tile_path [2]); break;
683 case KW_tile_path_4: thawer.get (tile_path [3]); break; 677 case KW_tile_path_4: thawer.get (tile_path [3]); break;
684 678
685 case KW_ERROR: 679 case KW_ERROR:
686 set_key (thawer.kw_str, thawer.value); 680 set_key_text (thawer.kw_str, thawer.value);
687 break; 681 break;
688 682
689 case KW_end: 683 case KW_end:
684 thawer.next ();
690 return true; 685 return true;
691 686
692 default: 687 default:
693 if (!thawer.parse_error ("map", 0)) 688 if (!thawer.parse_error ("map", 0))
694 return false; 689 return false;
695 break; 690 break;
696 } 691 }
692
693 thawer.next ();
697 } 694 }
698 695
699 abort (); 696 abort ();
700}
701
702bool
703maptile::_load_header (const char *path)
704{
705 object_thawer thawer (path);
706
707 if (!thawer)
708 return false;
709
710 return _load_header (thawer);
711} 697}
712 698
713/****************************************************************************** 699/******************************************************************************
714 * This is the start of unique map handling code 700 * This is the start of unique map handling code
715 *****************************************************************************/ 701 *****************************************************************************/
727 713
728 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
729 unique = 1; 715 unique = 1;
730 716
731 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
732 {
733 op->destroy_inv (false);
734 op->destroy (); 718 op->destroy ();
735 }
736 719
737 op = above; 720 op = above;
738 } 721 }
739 } 722 }
740} 723}
751 MAP_OUT (swap_time); 734 MAP_OUT (swap_time);
752 MAP_OUT (reset_time); 735 MAP_OUT (reset_time);
753 MAP_OUT (reset_timeout); 736 MAP_OUT (reset_timeout);
754 MAP_OUT (fixed_resettime); 737 MAP_OUT (fixed_resettime);
755 MAP_OUT (no_reset); 738 MAP_OUT (no_reset);
739 MAP_OUT (no_drop);
756 MAP_OUT (difficulty); 740 MAP_OUT (difficulty);
757 741
758 if (default_region) MAP_OUT2 (region, default_region->name); 742 if (default_region) MAP_OUT2 (region, default_region->name);
759 743
760 if (shopitems) 744 if (shopitems)
814 * Remove and free all objects in the given map. 798 * Remove and free all objects in the given map.
815 */ 799 */
816void 800void
817maptile::clear () 801maptile::clear ()
818{ 802{
819 sfree (regions, size ()); regions = 0;
820 delete [] regionmap; regionmap = 0;
821
822 if (spaces) 803 if (spaces)
823 { 804 {
824 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 805 for (mapspace *ms = spaces + size (); ms-- > spaces; )
825 while (object *op = ms->bot) 806 while (object *op = ms->bot)
826 { 807 {
808 // manually remove, as to not trigger anything
809 if (ms->bot = op->above)
810 ms->bot->below = 0;
811
812 op->flag [FLAG_REMOVED] = true;
813
827 op = op->head_ (); 814 object *head = op->head_ ();
828 op->destroy_inv (false); 815 if (op == head)
829 op->destroy (); 816 op->destroy ();
817 else if (head->map != op->map)
818 {
819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
820 head->destroy ();
821 }
830 } 822 }
831 823
832 sfree (spaces, size ()), spaces = 0; 824 sfree0 (spaces, size ());
833 } 825 }
834 826
835 if (buttons) 827 if (buttons)
836 free_objectlinkpt (buttons), buttons = 0; 828 free_objectlinkpt (buttons), buttons = 0;
829
830 sfree0 (regions, size ());
831 delete [] regionmap; regionmap = 0;
837} 832}
838 833
839void 834void
840maptile::clear_header () 835maptile::clear_header ()
841{ 836{
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 888 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
894 break; 889 break;
895 890
896 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 891 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
897 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 892 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
898 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
899 || QUERY_FLAG (op, FLAG_UNIQUE) 893 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 894 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID) 895 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ()) 896 || op->is_alive ())
903 ; // do not decay 897 ; // do not decay
942 op->destroy (); 936 op->destroy ();
943 } 937 }
944} 938}
945 939
946/* 940/*
947 * Updates every button on the map (by calling update_button() for them).
948 */
949void
950maptile::update_buttons ()
951{
952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
953 for (objectlink *ol = obp->link; ol; ol = ol->next)
954 {
955 if (!ol->ob)
956 {
957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
960 }
961
962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963 {
964 update_button (ol->ob);
965 break;
966 }
967 }
968}
969
970/*
971 * This routine is supposed to find out the difficulty of the map. 941 * This routine is supposed to find out the difficulty of the map.
972 * difficulty does not have a lot to do with character level, 942 * difficulty does not have a lot to do with character level,
973 * but does have a lot to do with treasure on the map. 943 * but does have a lot to do with treasure on the map.
974 * 944 *
975 * Difficulty can now be set by the map creature. If the value stored 945 * Difficulty can now be set by the map creator. If the value stored
976 * in the map is zero, then use this routine. Maps should really 946 * in the map is zero, then use this routine. Maps should really
977 * have a difficulty set than using this function - human calculation 947 * have a difficulty set rather than using this function - human calculation
978 * is much better than this functions guesswork. 948 * is much better than this function's guesswork.
979 */ 949 */
980int 950int
981maptile::estimate_difficulty () const 951maptile::estimate_difficulty () const
982{ 952{
983 long monster_cnt = 0; 953 long monster_cnt = 0;
995 965
996 if (QUERY_FLAG (op, FLAG_GENERATOR)) 966 if (QUERY_FLAG (op, FLAG_GENERATOR))
997 { 967 {
998 total_exp += op->stats.exp; 968 total_exp += op->stats.exp;
999 969
1000 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 970 if (archetype *at = op->other_arch)
971 {
1001 total_exp += at->stats.exp * 8; 972 total_exp += at->stats.exp * 8;
1002
1003 monster_cnt++; 973 monster_cnt++;
974 }
975
976 for (object *inv = op->inv; inv; inv = inv->below)
977 {
978 total_exp += op->stats.exp * 8;
979 monster_cnt++;
980 }
1004 } 981 }
1005 } 982 }
1006 983
1007 avgexp = (double) total_exp / monster_cnt; 984 avgexp = (double) total_exp / monster_cnt;
1008 985
1021 * postive values make it darker, negative make it brighter 998 * postive values make it darker, negative make it brighter
1022 */ 999 */
1023int 1000int
1024maptile::change_map_light (int change) 1001maptile::change_map_light (int change)
1025{ 1002{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 1003 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1004 if (!change)
1030 return 0; 1005 return 0;
1031 1006
1032 /* inform all players on the map */ 1007 /* inform all players on the map */
1033 if (change > 0) 1008 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 1010 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 1012
1038 /* Do extra checking. since darkness is a unsigned value, 1013 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1039 * we need to be extra careful about negative values.
1040 * In general, the checks below are only needed if change
1041 * is not +/-1
1042 */
1043 if (new_level < 0)
1044 darkness = 0;
1045 else if (new_level >= MAX_DARKNESS)
1046 darkness = MAX_DARKNESS;
1047 else
1048 darkness = new_level;
1049 1014
1050 /* All clients need to get re-updated for the change */ 1015 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1016 update_all_map_los (this);
1017
1052 return 1; 1018 return 1;
1053} 1019}
1054 1020
1055/* 1021/*
1056 * This function updates various attributes about a specific space 1022 * This function updates various attributes about a specific space
1059 * through, etc) 1025 * through, etc)
1060 */ 1026 */
1061void 1027void
1062mapspace::update_ () 1028mapspace::update_ ()
1063{ 1029{
1064 object *tmp, *last = 0; 1030 object *last = 0;
1065 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1031 uint8 flags = P_UPTODATE, anywhere = 0;
1032 sint8 light = 0;
1066 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1033 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1067 1034
1068 //object *middle = 0; 1035 //object *middle = 0;
1069 //object *top = 0; 1036 //object *top = 0;
1070 //object *floor = 0; 1037 //object *floor = 0;
1071 // this seems to generate better code than using locals, above 1038 // this seems to generate better code than using locals, above
1072 object *&top = faces_obj[0] = 0; 1039 object *&top = faces_obj[0] = 0;
1073 object *&middle = faces_obj[1] = 0; 1040 object *&middle = faces_obj[1] = 0;
1074 object *&floor = faces_obj[2] = 0; 1041 object *&floor = faces_obj[2] = 0;
1075 1042
1076 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1077 { 1044 {
1078 /* This could be made additive I guess (two lights better than 1045 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1079 * one). But if so, it shouldn't be a simple additive - 2
1080 * light bulbs do not illuminate twice as far as once since
1081 * it is a dissapation factor that is cubed.
1082 */
1083 if (tmp->glow_radius > light)
1084 light = tmp->glow_radius; 1046 light += tmp->glow_radius;
1085 1047
1086 /* This call is needed in order to update objects the player 1048 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1049 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1050 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1051 * 3 times each time the player moves, because many of the
1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1109 { 1071 {
1110 middle = tmp; 1072 middle = tmp;
1111 anywhere = 1; 1073 anywhere = 1;
1112 } 1074 }
1075
1113 /* Find the highest visible face around. If equal 1076 /* Find the highest visible face around. If equal
1114 * visibilities, we still want the one nearer to the 1077 * visibilities, we still want the one nearer to the
1115 * top 1078 * top
1116 */ 1079 */
1117 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1139 } 1102 }
1140 1103
1141 this->light = light; 1104 this->light = min (light, MAX_LIGHT_RADIUS);
1142 this->flags_ = flags; 1105 this->flags_ = flags;
1143 this->move_block = move_block & ~move_allow; 1106 this->move_block = move_block & ~move_allow;
1144 this->move_on = move_on; 1107 this->move_on = move_on;
1145 this->move_off = move_off; 1108 this->move_off = move_off;
1146 this->move_slow = move_slow; 1109 this->move_slow = move_slow;
1166 * 1) top face is set, need middle to be set. 1129 * 1) top face is set, need middle to be set.
1167 * 2) middle is set, need to set top. 1130 * 2) middle is set, need to set top.
1168 * 3) neither middle or top is set - need to set both. 1131 * 3) neither middle or top is set - need to set both.
1169 */ 1132 */
1170 1133
1171 for (tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1172 { 1135 {
1173 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1174 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1175 break; 1138 break;
1176 1139
1228 vol += op->volume (); 1191 vol += op->volume ();
1229 1192
1230 return vol; 1193 return vol;
1231} 1194}
1232 1195
1233/* this updates the orig_map->tile_map[tile_num] value after finding 1196maptile *
1234 * the map. It also takes care of linking back the freshly found 1197maptile::tile_available (int dir, bool load)
1235 * maps tile_map values if it tiles back to this one. It returns
1236 * the value of orig_map->tile_map[tile_num].
1237 */
1238static inline maptile *
1239find_and_link (maptile *orig_map, int tile_num)
1240{ 1198{
1241 maptile *mp = orig_map->tile_map [tile_num]; 1199 if (tile_path[dir])
1242
1243 if (!mp)
1244 {
1245 mp = orig_map->find_sync (orig_map->tile_path [tile_num], orig_map);
1246
1247 if (!mp)
1248 {
1249 // emergency mode, manufacture a dummy map, this creates a memleak, but thats fine
1250 LOG (llevError, "FATAL: cannot load tiled map %s from %s, leaking memory and worse!\n",
1251 &orig_map->tile_path[tile_num], &orig_map->path);
1252 mp = new maptile (1, 1);
1253 mp->alloc ();
1254 mp->in_memory = MAP_IN_MEMORY;
1255 }
1256 } 1200 {
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return tile_map[dir];
1257 1203
1258 int dest_tile = (tile_num + 2) % 4; 1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return tile_map[dir];
1206 }
1259 1207
1260 orig_map->tile_map [tile_num] = mp;
1261
1262 // optimisation: back-link map to origin map if euclidean
1263 //TODO: non-euclidean maps MUST GO
1264 if (orig_map->tile_map[tile_num]->tile_path[dest_tile] == orig_map->path)
1265 orig_map->tile_map[tile_num]->tile_map[dest_tile] = orig_map;
1266
1267 return mp; 1208 return 0;
1268}
1269
1270static inline void
1271load_and_link (maptile *orig_map, int tile_num)
1272{
1273 find_and_link (orig_map, tile_num)->load_sync ();
1274} 1209}
1275 1210
1276/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
1277 * map m. This function also takes into account any 1212 * map m. This function also takes into account any
1278 * tiling considerations, loading adjacant maps as needed. 1213 * tiling considerations, loading adjacant maps as needed.
1291 if (!m) 1226 if (!m)
1292 return 0; 1227 return 0;
1293 1228
1294 if (x < 0) 1229 if (x < 0)
1295 { 1230 {
1296 if (!m->tile_path[3]) 1231 if (!m->tile_available (3))
1297 return 1; 1232 return 1;
1298 1233
1299 if (!m->tile_map[3] || m->tile_map[3]->in_memory != MAP_IN_MEMORY)
1300 find_and_link (m, 3);
1301
1302 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1234 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y);
1303 } 1235 }
1304 1236
1305 if (x >= m->width) 1237 if (x >= m->width)
1306 { 1238 {
1307 if (!m->tile_path[1]) 1239 if (!m->tile_available (1))
1308 return 1; 1240 return 1;
1309 1241
1310 if (!m->tile_map[1] || m->tile_map[1]->in_memory != MAP_IN_MEMORY)
1311 find_and_link (m, 1);
1312
1313 return out_of_map (m->tile_map[1], x - m->width, y); 1242 return out_of_map (m->tile_map[1], x - m->width, y);
1314 } 1243 }
1315 1244
1316 if (y < 0) 1245 if (y < 0)
1317 { 1246 {
1318 if (!m->tile_path[0]) 1247 if (!m->tile_available (0))
1319 return 1; 1248 return 1;
1320 1249
1321 if (!m->tile_map[0] || m->tile_map[0]->in_memory != MAP_IN_MEMORY)
1322 find_and_link (m, 0);
1323
1324 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1250 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height);
1325 } 1251 }
1326 1252
1327 if (y >= m->height) 1253 if (y >= m->height)
1328 { 1254 {
1329 if (!m->tile_path[2]) 1255 if (!m->tile_available (2))
1330 return 1; 1256 return 1;
1331
1332 if (!m->tile_map[2] || m->tile_map[2]->in_memory != MAP_IN_MEMORY)
1333 find_and_link (m, 2);
1334 1257
1335 return out_of_map (m->tile_map[2], x, y - m->height); 1258 return out_of_map (m->tile_map[2], x, y - m->height);
1336 } 1259 }
1337 1260
1338 /* Simple case - coordinates are within this local 1261 /* Simple case - coordinates are within this local
1352maptile * 1275maptile *
1353maptile::xy_find (sint16 &x, sint16 &y) 1276maptile::xy_find (sint16 &x, sint16 &y)
1354{ 1277{
1355 if (x < 0) 1278 if (x < 0)
1356 { 1279 {
1357 if (!tile_path[3]) 1280 if (!tile_available (3))
1358 return 0; 1281 return 0;
1359 1282
1360 find_and_link (this, 3);
1361 x += tile_map[3]->width; 1283 x += tile_map[3]->width;
1362 return tile_map[3]->xy_find (x, y); 1284 return tile_map[3]->xy_find (x, y);
1363 } 1285 }
1364 1286
1365 if (x >= width) 1287 if (x >= width)
1366 { 1288 {
1367 if (!tile_path[1]) 1289 if (!tile_available (1))
1368 return 0; 1290 return 0;
1369 1291
1370 find_and_link (this, 1);
1371 x -= width; 1292 x -= width;
1372 return tile_map[1]->xy_find (x, y); 1293 return tile_map[1]->xy_find (x, y);
1373 } 1294 }
1374 1295
1375 if (y < 0) 1296 if (y < 0)
1376 { 1297 {
1377 if (!tile_path[0]) 1298 if (!tile_available (0))
1378 return 0; 1299 return 0;
1379 1300
1380 find_and_link (this, 0);
1381 y += tile_map[0]->height; 1301 y += tile_map[0]->height;
1382 return tile_map[0]->xy_find (x, y); 1302 return tile_map[0]->xy_find (x, y);
1383 } 1303 }
1384 1304
1385 if (y >= height) 1305 if (y >= height)
1386 { 1306 {
1387 if (!tile_path[2]) 1307 if (!tile_available (2))
1388 return 0; 1308 return 0;
1389 1309
1390 find_and_link (this, 2);
1391 y -= height; 1310 y -= height;
1392 return tile_map[2]->xy_find (x, y); 1311 return tile_map[2]->xy_find (x, y);
1393 } 1312 }
1394 1313
1395 /* Simple case - coordinates are within this local 1314 /* Simple case - coordinates are within this local
1406adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy)
1407{ 1326{
1408 if (!map1 || !map2) 1327 if (!map1 || !map2)
1409 return 0; 1328 return 0;
1410 1329
1411 //TODO: this doesn't actually check corretcly when intermediate maps are not loaded 1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1412 //fix: compare paths instead (this is likely faster, too!) 1331 //fix: compare paths instead (this is likely faster, too!)
1413 if (map1 == map2) 1332 if (map1 == map2)
1414 { 1333 {
1415 *dx = 0; 1334 *dx = 0;
1416 *dy = 0; 1335 *dy = 0;
1598 else 1517 else
1599 { 1518 {
1600 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
1601 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
1602 1521
1603 retval->part = NULL; 1522 retval->part = 0;
1604 retval->distance = idistance (retval->distance_x, retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1605 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1606 } 1525 }
1607} 1526}
1608 1527
1609/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
1623} 1542}
1624 1543
1625object * 1544object *
1626maptile::insert (object *op, int x, int y, object *originator, int flags) 1545maptile::insert (object *op, int x, int y, object *originator, int flags)
1627{ 1546{
1628 if (!op->flag [FLAG_REMOVED])
1629 op->remove ();
1630
1631 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1547 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1632} 1548}
1633 1549
1634region * 1550region *
1635maptile::region (int x, int y) const 1551maptile::region (int x, int y) const
1645 1561
1646 return ::region::default_region (); 1562 return ::region::default_region ();
1647} 1563}
1648 1564
1649/* picks a random object from a style map. 1565/* picks a random object from a style map.
1650 * Redone by MSW so it should be faster and not use static
1651 * variables to generate tables.
1652 */ 1566 */
1653object * 1567object *
1654maptile::pick_random_object () const 1568maptile::pick_random_object (rand_gen &gen) const
1655{ 1569{
1656 /* while returning a null object will result in a crash, that 1570 /* while returning a null object will result in a crash, that
1657 * is actually preferable to an infinite loop. That is because 1571 * is actually preferable to an infinite loop. That is because
1658 * most servers will automatically restart in case of crash. 1572 * most servers will automatically restart in case of crash.
1659 * Change the logic on getting the random space - shouldn't make 1573 * Change the logic on getting the random space - shouldn't make
1660 * any difference, but this seems clearer to me. 1574 * any difference, but this seems clearer to me.
1661 */ 1575 */
1662 for (int i = 1000; --i;) 1576 for (int i = 1000; --i;)
1663 { 1577 {
1664 object *pick = at (rndm (width), rndm (height)).bot; 1578 object *pick = at (gen (width), gen (height)).bot;
1665 1579
1666 // do not prefer big monsters just because they are big. 1580 // do not prefer big monsters just because they are big.
1667 if (pick && pick->head_ () == pick) 1581 if (pick && pick->is_head ())
1668 return pick->head_ (); 1582 return pick->head_ ();
1669 } 1583 }
1670 1584
1671 // instead of crashing in the unlikely(?) case, try to return *something* 1585 // instead of crashing in the unlikely(?) case, try to return *something*
1672 return get_archetype ("blocked"); 1586 return archetype::find ("bug");
1673} 1587}
1674 1588
1675void 1589void
1676maptile::play_sound (faceidx sound, int x, int y) const 1590maptile::play_sound (faceidx sound, int x, int y) const
1677{ 1591{
1678 if (!sound) 1592 if (!sound)
1679 return; 1593 return;
1680 1594
1595 for_all_players_on_map (pl, this)
1596 if (client *ns = pl->ns)
1597 {
1598 int dx = x - pl->ob->x;
1599 int dy = y - pl->ob->y;
1600
1601 int distance = idistance (dx, dy);
1602
1603 if (distance <= MAX_SOUND_DISTANCE)
1604 ns->play_sound (sound, dx, dy);
1605 }
1606}
1607
1608void
1609maptile::say_msg (const char *msg, int x, int y) const
1610{
1681 for_all_players (pl) 1611 for_all_players (pl)
1682 if (pl->ob->map == this)
1683 if (client *ns = pl->ns) 1612 if (client *ns = pl->ns)
1684 { 1613 {
1685 int dx = x - pl->ob->x; 1614 int dx = x - pl->ob->x;
1686 int dy = y - pl->ob->y; 1615 int dy = y - pl->ob->y;
1687 1616
1688 int distance = idistance (dx, dy); 1617 int distance = idistance (dx, dy);
1689 1618
1690 if (distance <= MAX_SOUND_DISTANCE) 1619 if (distance <= MAX_SOUND_DISTANCE)
1691 ns->play_sound (sound, dx, dy); 1620 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1692 } 1621 }
1693} 1622}
1694 1623
1624static void
1625split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1626{
1627 // clip to map to the left
1628 if (x0 < 0)
1629 {
1630 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1631 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1632
1633 if (x1 < 0) // entirely to the left
1634 return;
1635
1636 x0 = 0;
1637 }
1638
1639 // clip to map to the right
1640 if (x1 > m->width)
1641 {
1642 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1643 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1644
1645 if (x0 > m->width) // entirely to the right
1646 return;
1647
1648 x1 = m->width;
1649 }
1650
1651 // clip to map above
1652 if (y0 < 0)
1653 {
1654 if (maptile *tile = m->tile_available (TILE_UP, 1))
1655 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1656
1657 if (y1 < 0) // entirely above
1658 return;
1659
1660 y0 = 0;
1661 }
1662
1663 // clip to map below
1664 if (y1 > m->height)
1665 {
1666 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1667 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1668
1669 if (y0 > m->height) // entirely below
1670 return;
1671
1672 y1 = m->height;
1673 }
1674
1675 // if we get here, the rect is within the current map
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677
1678 r->m = m;
1679 r->x0 = x0;
1680 r->y0 = y0;
1681 r->x1 = x1;
1682 r->y1 = y1;
1683 r->dx = dx;
1684 r->dy = dy;
1685}
1686
1687maprect *
1688maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1689{
1690 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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