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Comparing deliantra/server/common/map.C (file contents):
Revision 1.148 by root, Mon Sep 29 10:31:32 2008 UTC vs.
Revision 1.188 by root, Fri Apr 16 02:32:25 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 <support@deliantra.net> 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 "loader.h"
28#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
29 33
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
68 * by the caller. 72 * by the caller.
69 */ 73 */
70int 74int
71blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
72{ 76{
73 object *tmp;
74 int mflags, blocked;
75
76 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this. 78 * have already checked this.
78 */ 79 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 81 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
86 * directly.
87 */
88 mflags = m->at (sx, sy).flags ();
89 87
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
91 90
92 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 93 * things we need to do for players.
95 */ 94 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0; 96 return 0;
98 97
99 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
100 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
101 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
102 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
111 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
112 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
113 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
115 */ 114 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 { 116 {
118 117 if (OB_MOVE_BLOCK (ob, tmp))
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 118 {
122 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
124 * pass through this space. 121 return 1;
125 */ 122 else
126 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
127 { 126 {
128 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
129 return 1; 131 return 1;
130 else 132 }
131 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
132 } 142 }
133 else 143 else
134 { 144 return 1; // unconditional block
135 /* In this case, the player must not have the object - 145
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else 146 } else {
145 { 147 // space does not block the ob, directly, but
146 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
147 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
153 return 1;
154 150
155 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob 152 && tmp->head_ () != ob
157 && tmp != ob 153 && tmp != ob
158 && tmp->type != DOOR 154 && tmp->type != DOOR)
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
160 return 1; 155 return 1;
161 } 156 }
162
163 } 157 }
158
164 return 0; 159 return 0;
165} 160}
166 161
167/* 162/*
168 * Returns qthe blocking object if the given object can't fit in the given 163 * Returns qthe blocking object if the given object can't fit in the given
220 } 215 }
221 216
222 return 0; 217 return 0;
223} 218}
224 219
225/* When the map is loaded, load_object does not actually insert objects 220//-GPL
226 * into inventory, but just links them. What this does is go through
227 * and insert them properly.
228 * The object 'container' is the object that contains the inventory.
229 * This is needed so that we can update the containers weight.
230 */
231void
232fix_container (object *container)
233{
234 object *tmp = container->inv, *next;
235
236 container->inv = 0;
237 while (tmp)
238 {
239 next = tmp->below;
240 if (tmp->inv)
241 fix_container (tmp);
242
243 insert_ob_in_ob (tmp, container);
244 tmp = next;
245 }
246
247 // go through and calculate what all the containers are carrying.
248 //TODO: remove
249 container->update_weight ();
250}
251 221
252void 222void
253maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
254{ 224{
255 if (!spaces) 225 if (!spaces)
270 240
271 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
274} 244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
257}
258
259//+GPL
275 260
276/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
277 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
278 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
279 * they are saved). 264 * they are saved).
307 op = op->above; 292 op = op->above;
308 } 293 }
309 } 294 }
310} 295}
311 296
297//-GPL
298
312/* 299/*
313 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
314 * file pointer. 301 * file pointer.
315 */ 302 */
316bool 303bool
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 { 320 {
334 // we insert manually because 321 // we insert manually because
335 // a) its way faster 322 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that 323 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct 324 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 325 mapspace &ms = at (op->x, op->y);
339 326
340 op->flag [FLAG_REMOVED] = false; 327 op->flag [FLAG_REMOVED] = false;
341 328
342 op->above = 0; 329 op->above = 0;
343 op->below = ms.top; 330 op->below = ms.top;
344 331
345 if (ms.top)
346 ms.top->above = op; 332 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 333
350 ms.top = op; 334 ms.top = op;
351 ms.flags_ = 0; 335 ms.flags_ = 0;
352 } 336 }
353 else 337 else
438 return false; 422 return false;
439 423
440 return freezer.save (path); 424 return freezer.save (path);
441} 425}
442 426
443maptile::maptile () 427void
428maptile::init ()
444{ 429{
445 in_memory = MAP_SWAPPED; 430 in_memory = MAP_SWAPPED;
446 431
447 /* The maps used to pick up default x and y values from the 432 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
449 */ 434 */
450 width = 16; 435 width = 16;
451 height = 16; 436 height = 16;
452 timeout = 300; 437 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
455}
456
457maptile::maptile (int w, int h)
458{
459 in_memory = MAP_SWAPPED;
460
461 width = w;
462 height = h;
463 reset_timeout = 0; 440 reset_timeout = 0;
464 timeout = 300;
465 enter_x = 0; 441 enter_x = 0;
466 enter_y = 0; 442 enter_y = 0;
443}
444
445maptile::maptile ()
446{
447 init ();
448}
449
450maptile::maptile (int w, int h)
451{
452 init ();
453
454 width = w;
455 height = h;
467 456
468 alloc (); 457 alloc ();
469} 458}
470 459
471/* 460/*
479 if (spaces) 468 if (spaces)
480 return; 469 return;
481 470
482 spaces = salloc0<mapspace> (size ()); 471 spaces = salloc0<mapspace> (size ());
483} 472}
473
474//+GPL
484 475
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 476/* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed 477 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 478 * at a later date.
488 * Called by parse_map_headers below. 479 * Called by parse_map_headers below.
565 return items; 556 return items;
566} 557}
567 558
568/* opposite of parse string, this puts the string that was originally fed in to 559/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 560 * the map (or something equivilent) into output_string. */
570static void 561static const char *
571print_shop_string (maptile *m, char *output_string) 562print_shop_string (maptile *m)
572{ 563{
573 int i; 564 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 565
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 567 {
579 if (m->shopitems[i].typenum) 568 if (m->shopitems[i].typenum)
580 { 569 {
581 if (m->shopitems[i].strength) 570 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 571 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 572 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 573 buf.printf ("%s;", m->shopitems[i].name);
585 } 574 }
586 else 575 else
587 { 576 {
588 if (m->shopitems[i].strength) 577 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 578 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 579 else
591 sprintf (tmp, "*"); 580 buf.printf ("*");
592 } 581 }
593
594 strcat (output_string, tmp);
595 } 582 }
583
584 return buf;
596} 585}
586
587//-GPL
597 588
598/* This loads the header information of the map. The header 589/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 590 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 591 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 592 * addition of tiling, fields beyond that easily named in an
642 case KW_shopgreed: thawer.get (shopgreed); break; 633 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 634 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 635 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 636 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 637 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653 638
654 case KW_per_player: thawer.get (per_player); break; 639 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 640 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 641 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 642 case KW_no_drop: thawer.get (no_drop); break;
682 case KW_end: 667 case KW_end:
683 thawer.next (); 668 thawer.next ();
684 return true; 669 return true;
685 670
686 default: 671 default:
687 if (!thawer.parse_error ("map", 0)) 672 if (!thawer.parse_error ("map"))
688 return false; 673 return false;
689 break; 674 break;
690 } 675 }
691 676
692 thawer.next (); 677 thawer.next ();
693 } 678 }
694 679
695 abort (); 680 abort ();
696} 681}
682
683//+GPL
697 684
698/****************************************************************************** 685/******************************************************************************
699 * This is the start of unique map handling code 686 * This is the start of unique map handling code
700 *****************************************************************************/ 687 *****************************************************************************/
701 688
708 int unique = 0; 695 int unique = 0;
709 for (object *op = spaces [i].bot; op; ) 696 for (object *op = spaces [i].bot; op; )
710 { 697 {
711 object *above = op->above; 698 object *above = op->above;
712 699
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
714 unique = 1; 701 unique = 1;
715 702
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
717 op->destroy (); 704 op->destroy ();
718 705
719 op = above; 706 op = above;
720 } 707 }
721 } 708 }
722} 709}
723 710
711//-GPL
712
724bool 713bool
725maptile::_save_header (object_freezer &freezer) 714maptile::_save_header (object_freezer &freezer)
726{ 715{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 716#define MAP_OUT(k) freezer.put (KW(k), k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 717#define MAP_OUT2(k,v) freezer.put (KW(k), v)
729 718
730 MAP_OUT2 (arch, "map"); 719 MAP_OUT2 (arch, CS(map));
731 720
732 if (name) MAP_OUT (name); 721 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time); 722 MAP_OUT (swap_time);
734 MAP_OUT (reset_time); 723 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout); 724 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 725 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 726 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 727 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 728 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 729 if (default_region) MAP_OUT2 (region, default_region->name);
742 730
743 if (shopitems) 731 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 732 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 733 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 734 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 735 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness); 736
755 MAP_OUT (width); 737 MAP_OUT (width);
756 MAP_OUT (height); 738 MAP_OUT (height);
757 MAP_OUT (enter_x); 739 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 740 MAP_OUT (enter_y);
759 741 MAP_OUT (darkness);
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor); 742 MAP_OUT (outdoor);
764 MAP_OUT (temp); 743
765 MAP_OUT (pressure); 744 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 745 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 746
771 MAP_OUT (per_player); 747 MAP_OUT (per_player);
772 MAP_OUT (per_party); 748 MAP_OUT (per_party);
773 749
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 750 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 751 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 752 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 754
779 freezer.put (this); 755 freezer.put (this);
780 freezer.put (KW_end); 756 freezer.put (KW(end));
781 757
782 return true; 758 return true;
783} 759}
784 760
785bool 761bool
790 if (!_save_header (freezer)) 766 if (!_save_header (freezer))
791 return false; 767 return false;
792 768
793 return freezer.save (path); 769 return freezer.save (path);
794} 770}
771
772//+GPL
795 773
796/* 774/*
797 * Remove and free all objects in the given map. 775 * Remove and free all objects in the given map.
798 */ 776 */
799void 777void
868 846
869 clear (); 847 clear ();
870} 848}
871 849
872/* decay and destroy perishable items in a map */ 850/* decay and destroy perishable items in a map */
851// TODO: should be done regularly, not on map load?
873void 852void
874maptile::do_decay_objects () 853maptile::do_decay_objects ()
875{ 854{
876 if (!spaces) 855 if (!spaces)
877 return; 856 return;
879 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 858 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above) 859 for (object *above, *op = ms->bot; op; op = above)
881 { 860 {
882 above = op->above; 861 above = op->above;
883 862
863 // do not decay anything above unique floor tiles (yet :)
864 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 break;
866
884 bool destroy = 0; 867 bool destroy = 0;
885 868
886 // do not decay anything above unique floor tiles (yet :) 869 if (op->flag [FLAG_IS_FLOOR]
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 870 || op->flag [FLAG_OBJ_ORIGINAL]
888 break; 871 || op->flag [FLAG_UNIQUE]
889 872 || op->flag [FLAG_OVERLAY_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 873 || op->flag [FLAG_UNPAID]
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
894 || QUERY_FLAG (op, FLAG_UNPAID)
895 || op->is_alive ()) 874 || op->is_alive ())
896 ; // do not decay 875 ; // do not decay
897 else if (op->is_weapon ()) 876 else if (op->is_weapon ())
898 { 877 {
899 op->stats.dam--; 878 op->stats.dam--;
924 || mat & M_LIQUID 903 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1) 904 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1) 905 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 906 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 907 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32)) 908 //|| (mat & M_ICE && temp > 32)
909 )
930 destroy = 1; 910 destroy = 1;
931 } 911 }
932 912
933 /* adjust overall chance below */ 913 /* adjust overall chance below */
934 if (destroy && rndm (0, 1)) 914 if (destroy && rndm (0, 1))
935 op->destroy (true); 915 op->destroy ();
936 }
937}
938
939/*
940 * Updates every button on the map (by calling update_button() for them).
941 */
942void
943maptile::update_buttons ()
944{
945 for (oblinkpt *obp = buttons; obp; obp = obp->next)
946 for (objectlink *ol = obp->link; ol; ol = ol->next)
947 {
948 if (!ol->ob)
949 {
950 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
951 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
952 continue;
953 }
954
955 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
956 {
957 update_button (ol->ob);
958 break;
959 }
960 } 916 }
961} 917}
962 918
963/* 919/*
964 * This routine is supposed to find out the difficulty of the map. 920 * This routine is supposed to find out the difficulty of the map.
965 * difficulty does not have a lot to do with character level, 921 * difficulty does not have a lot to do with character level,
966 * but does have a lot to do with treasure on the map. 922 * but does have a lot to do with treasure on the map.
967 * 923 *
968 * Difficulty can now be set by the map creature. If the value stored 924 * Difficulty can now be set by the map creator. If the value stored
969 * in the map is zero, then use this routine. Maps should really 925 * in the map is zero, then use this routine. Maps should really
970 * have a difficulty set than using this function - human calculation 926 * have a difficulty set rather than using this function - human calculation
971 * is much better than this functions guesswork. 927 * is much better than this function's guesswork.
972 */ 928 */
973int 929int
974maptile::estimate_difficulty () const 930maptile::estimate_difficulty () const
975{ 931{
976 long monster_cnt = 0; 932 long monster_cnt = 0;
978 sint64 total_exp = 0; 934 sint64 total_exp = 0;
979 935
980 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
981 for (object *op = ms->bot; op; op = op->above) 937 for (object *op = ms->bot; op; op = op->above)
982 { 938 {
983 if (QUERY_FLAG (op, FLAG_MONSTER)) 939 if (op->flag [FLAG_MONSTER])
984 { 940 {
985 total_exp += op->stats.exp; 941 total_exp += op->stats.exp;
986 monster_cnt++; 942 monster_cnt++;
987 } 943 }
988 944
989 if (QUERY_FLAG (op, FLAG_GENERATOR)) 945 if (op->flag [FLAG_GENERATOR])
990 { 946 {
991 total_exp += op->stats.exp; 947 total_exp += op->stats.exp;
992 948
993 if (archetype *at = op->other_arch) 949 if (archetype *at = op->other_arch)
994 { 950 {
1021 * postive values make it darker, negative make it brighter 977 * postive values make it darker, negative make it brighter
1022 */ 978 */
1023int 979int
1024maptile::change_map_light (int change) 980maptile::change_map_light (int change)
1025{ 981{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 982 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 983 if (!change)
1030 return 0; 984 return 0;
1031 985
1032 /* inform all players on the map */ 986 /* inform all players on the map */
1033 if (change > 0) 987 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 988 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 989 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 990 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 991
1038 /* Do extra checking. since darkness is a unsigned value, 992 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 993
1050 /* All clients need to get re-updated for the change */ 994 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 995 update_all_map_los (this);
1052 996
1053 return 1; 997 return 1;
1061 */ 1005 */
1062void 1006void
1063mapspace::update_ () 1007mapspace::update_ ()
1064{ 1008{
1065 object *last = 0; 1009 object *last = 0;
1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1010 uint8 flags = P_UPTODATE;
1011 sint8 light = 0;
1067 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1012 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1013 uint64_t volume = 0;
1014 uint32_t items = 0;
1015 object *anywhere = 0;
1016 uint8_t middle_visibility = 0;
1068 1017
1069 //object *middle = 0; 1018 //object *middle = 0;
1070 //object *top = 0; 1019 //object *top = 0;
1071 //object *floor = 0; 1020 //object *floor = 0;
1072 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1073 object *&top = faces_obj[0] = 0; 1022 object *&top = faces_obj[0] = 0;
1074 object *&middle = faces_obj[1] = 0; 1023 object *&middle = faces_obj[1] = 0;
1075 object *&floor = faces_obj[2] = 0; 1024 object *&floor = faces_obj[2] = 0;
1076 1025
1026 object::flags_t allflags; // all flags of all objects or'ed together
1027
1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1028 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1078 { 1029 {
1079 /* This could be made additive I guess (two lights better than 1030 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1080 * one). But if so, it shouldn't be a simple additive - 2
1081 * light bulbs do not illuminate twice as far as once since
1082 * it is a dissapation factor that is cubed.
1083 */
1084 light = max (light, tmp->glow_radius); 1031 light += tmp->glow_radius;
1085 1032
1086 /* This call is needed in order to update objects the player 1033 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1034 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1035 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1036 * 3 times each time the player moves, because many of the
1090 * functions the move_player calls eventualy call this. 1037 * functions the move_player calls eventualy call this.
1091 * 1038 *
1092 * Always put the player down for drawing. 1039 * Always put the player down for drawing.
1093 */ 1040 */
1094 if (!tmp->invisible) 1041 if (expect_true (!tmp->invisible))
1095 { 1042 {
1096 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1043 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1097 top = tmp; 1044 top = tmp;
1098 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1045 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1099 { 1046 {
1100 /* If we got a floor, that means middle and top were below it, 1047 /* If we got a floor, that means middle and top were below it,
1101 * so should not be visible, so we clear them. 1048 * so should not be visible, so we clear them.
1102 */ 1049 */
1103 middle = 0; 1050 middle = 0;
1104 top = 0; 1051 top = 0;
1105 floor = tmp; 1052 floor = tmp;
1053 volume = 0;
1054 items = 0;
1106 } 1055 }
1107 /* Flag anywhere have high priority */ 1056 else
1108 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1109 { 1057 {
1058 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1059 {
1060 ++items;
1061 volume += tmp->volume ();
1062 }
1063
1064 /* Flag anywhere have high priority */
1065 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1066 anywhere = tmp;
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1073 {
1074 middle_visibility = ::faces [tmp->face].visibility;
1110 middle = tmp; 1075 middle = tmp;
1111 anywhere = 1; 1076 }
1112 } 1077 }
1113
1114 /* Find the highest visible face around. If equal
1115 * visibilities, we still want the one nearer to the
1116 * top
1117 */
1118 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1119 middle = tmp;
1120 }
1121
1122 if (tmp == tmp->above)
1123 {
1124 LOG (llevError, "Error in structure of map\n");
1125 exit (-1);
1126 } 1078 }
1127 1079
1128 move_slow |= tmp->move_slow; 1080 move_slow |= tmp->move_slow;
1129 move_block |= tmp->move_block; 1081 move_block |= tmp->move_block;
1130 move_on |= tmp->move_on; 1082 move_on |= tmp->move_on;
1131 move_off |= tmp->move_off; 1083 move_off |= tmp->move_off;
1132 move_allow |= tmp->move_allow; 1084 move_allow |= tmp->move_allow;
1133 1085
1134 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1086 allflags |= tmp->flag;
1135 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1087
1136 if (tmp->type == PLAYER) flags |= P_PLAYER; 1088 if (tmp->type == PLAYER) flags |= P_PLAYER;
1137 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1089 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1138 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1139 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1140 } 1090 }
1141 1091
1142 this->light = light; 1092 // FLAG_SEE_ANYWHERE takes precedence
1093 if (anywhere)
1094 middle = anywhere;
1095
1096 // ORing all flags together and checking them here is much faster
1097 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1098 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1099 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1100 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101
1102 this->light = min (light, MAX_LIGHT_RADIUS);
1143 this->flags_ = flags; 1103 this->flags_ = flags;
1144 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1145 this->move_on = move_on; 1105 this->move_on = move_on;
1146 this->move_off = move_off; 1106 this->move_off = move_off;
1147 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1108 this->volume_ = (volume + 1023) / 1024;
1109 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1148 1110
1149 /* At this point, we have a floor face (if there is a floor), 1111 /* At this point, we have a floor face (if there is a floor),
1150 * and the floor is set - we are not going to touch it at 1112 * and the floor is set - we are not going to touch it at
1151 * this point. 1113 * this point.
1152 * middle contains the highest visibility face. 1114 * middle contains the highest visibility face.
1170 */ 1132 */
1171 1133
1172 for (object *tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1173 { 1135 {
1174 /* 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 */
1175 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (tmp->flag [FLAG_IS_FLOOR])
1176 break; 1138 break;
1177 1139
1178 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1179 if (top && middle) 1141 if (top && middle)
1180 break; 1142 break;
1218 faces_obj [1] = middle; 1180 faces_obj [1] = middle;
1219 faces_obj [2] = floor; 1181 faces_obj [2] = floor;
1220#endif 1182#endif
1221} 1183}
1222 1184
1223uint64 1185maptile *
1224mapspace::volume () const
1225{
1226 uint64 vol = 0;
1227
1228 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1229 vol += op->volume ();
1230
1231 return vol;
1232}
1233
1234bool
1235maptile::tile_available (int dir, bool load) 1186maptile::tile_available (int dir, bool load)
1236{ 1187{
1237 if (!tile_path[dir]) 1188 if (tile_path[dir])
1238 return 0; 1189 {
1239
1240 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1190 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1241 return 1; 1191 return tile_map[dir];
1242 1192
1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1193 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1244 return 1; 1194 return tile_map[dir];
1195 }
1245 1196
1246 return 0; 1197 return 0;
1247} 1198}
1248 1199
1249/* this returns TRUE if the coordinates (x,y) are out of 1200/* this returns TRUE if the coordinates (x,y) are out of
1474 * 1425 *
1475 * currently, the only flag supported (0x1) is don't translate for 1426 * currently, the only flag supported (0x1) is don't translate for
1476 * closest body part of 'op1' 1427 * closest body part of 'op1'
1477 */ 1428 */
1478void 1429void
1479get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1480{ 1431{
1481 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1482 { 1433 {
1483 /* be conservative and fill in _some_ data */ 1434 /* be conservative and fill in _some_ data */
1484 retval->distance = 10000; 1435 retval->distance = 10000;
1487 retval->direction = 0; 1438 retval->direction = 0;
1488 retval->part = 0; 1439 retval->part = 0;
1489 } 1440 }
1490 else 1441 else
1491 { 1442 {
1492 object *best;
1493
1494 retval->distance_x += op2->x - op1->x; 1443 retval->distance_x += op2->x - op1->x;
1495 retval->distance_y += op2->y - op1->y; 1444 retval->distance_y += op2->y - op1->y;
1496 1445
1497 best = op1; 1446 object *best = op1;
1447
1498 /* If this is multipart, find the closest part now */ 1448 /* If this is multipart, find the closest part now */
1499 if (!(flags & 0x1) && op1->more) 1449 if (!(flags & 1) && op1->more)
1500 { 1450 {
1501 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1502 1452
1503 /* we just take the offset of the piece to head to figure 1453 /* we just take the offset of the piece to head to figure
1504 * distance instead of doing all that work above again 1454 * distance instead of doing all that work above again
1555 else 1505 else
1556 { 1506 {
1557 retval->distance_x += op2->x - x; 1507 retval->distance_x += op2->x - x;
1558 retval->distance_y += op2->y - y; 1508 retval->distance_y += op2->y - y;
1559 1509
1560 retval->part = NULL; 1510 retval->part = 0;
1561 retval->distance = idistance (retval->distance_x, retval->distance_y); 1511 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1562 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1512 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1563 } 1513 }
1564} 1514}
1565 1515
1566/* Returns true of op1 and op2 are effectively on the same map 1516/* Returns true of op1 and op2 are effectively on the same map
1577 int dx, dy; 1527 int dx, dy;
1578 1528
1579 return adjacent_map (op1->map, op2->map, &dx, &dy); 1529 return adjacent_map (op1->map, op2->map, &dx, &dy);
1580} 1530}
1581 1531
1532//-GPL
1533
1582object * 1534object *
1583maptile::insert (object *op, int x, int y, object *originator, int flags) 1535maptile::insert (object *op, int x, int y, object *originator, int flags)
1584{ 1536{
1585 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1537 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1586} 1538}
1597 if (default_region) 1549 if (default_region)
1598 return default_region; 1550 return default_region;
1599 1551
1600 return ::region::default_region (); 1552 return ::region::default_region ();
1601} 1553}
1554
1555//+GPL
1602 1556
1603/* picks a random object from a style map. 1557/* picks a random object from a style map.
1604 */ 1558 */
1605object * 1559object *
1606maptile::pick_random_object (rand_gen &gen) const 1560maptile::pick_random_object (rand_gen &gen) const
1613 */ 1567 */
1614 for (int i = 1000; --i;) 1568 for (int i = 1000; --i;)
1615 { 1569 {
1616 object *pick = at (gen (width), gen (height)).bot; 1570 object *pick = at (gen (width), gen (height)).bot;
1617 1571
1618 // do not prefer big monsters just because they are big. 1572 // must be head: do not prefer big monsters just because they are big.
1619 if (pick && pick->is_head ()) 1573 if (pick && pick->is_head ())
1620 return pick->head_ (); 1574 return pick;
1621 } 1575 }
1622 1576
1623 // instead of crashing in the unlikely(?) case, try to return *something* 1577 // instead of crashing in the unlikely(?) case, try to return *something*
1624 return archetype::find ("bug"); 1578 return archetype::find (shstr_bug);
1625} 1579}
1580
1581//-GPL
1626 1582
1627void 1583void
1628maptile::play_sound (faceidx sound, int x, int y) const 1584maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1585{
1630 if (!sound) 1586 if (!sound)
1631 return; 1587 return;
1632 1588
1589 for_all_players_on_map (pl, this)
1590 if (client *ns = pl->ns)
1591 {
1592 int dx = x - pl->ob->x;
1593 int dy = y - pl->ob->y;
1594
1595 int distance = idistance (dx, dy);
1596
1597 if (distance <= MAX_SOUND_DISTANCE)
1598 ns->play_sound (sound, dx, dy);
1599 }
1600}
1601
1602void
1603maptile::say_msg (const char *msg, int x, int y) const
1604{
1633 for_all_players (pl) 1605 for_all_players (pl)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns) 1606 if (client *ns = pl->ns)
1636 { 1607 {
1637 int dx = x - pl->ob->x; 1608 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y; 1609 int dy = y - pl->ob->y;
1639 1610
1640 int distance = idistance (dx, dy); 1611 int distance = idistance (dx, dy);
1641 1612
1642 if (distance <= MAX_SOUND_DISTANCE) 1613 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy); 1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1644 } 1615 }
1645} 1616}
1646 1617
1618dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1619
1620static void
1621split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1622{
1623 // clip to map to the left
1624 if (x0 < 0)
1625 {
1626 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1627 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1628
1629 if (x1 < 0) // entirely to the left
1630 return;
1631
1632 x0 = 0;
1633 }
1634
1635 // clip to map to the right
1636 if (x1 > m->width)
1637 {
1638 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1639 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1640
1641 if (x0 > m->width) // entirely to the right
1642 return;
1643
1644 x1 = m->width;
1645 }
1646
1647 // clip to map above
1648 if (y0 < 0)
1649 {
1650 if (maptile *tile = m->tile_available (TILE_UP, 1))
1651 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1652
1653 if (y1 < 0) // entirely above
1654 return;
1655
1656 y0 = 0;
1657 }
1658
1659 // clip to map below
1660 if (y1 > m->height)
1661 {
1662 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1663 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1664
1665 if (y0 > m->height) // entirely below
1666 return;
1667
1668 y1 = m->height;
1669 }
1670
1671 // if we get here, the rect is within the current map
1672 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1673
1674 r->m = m;
1675 r->x0 = x0;
1676 r->y0 = y0;
1677 r->x1 = x1;
1678 r->y1 = y1;
1679 r->dx = dx;
1680 r->dy = dy;
1681}
1682
1683maprect *
1684maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1685{
1686 buf.clear ();
1687
1688 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1689
1690 // add end marker
1691 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1692 r->m = 0;
1693
1694 return (maprect *)buf.linearise ();
1695}
1696

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