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Comparing deliantra/server/common/map.C (file contents):
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 UTC vs.
Revision 1.199 by root, Tue May 4 22:26:49 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 (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
29
30//+GPL
30 31
31sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
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 | logBacktrace, "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 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
89 87
90 int mflags = ms.flags (); 88 int mflags = ms.flags ();
91 int blocked = ms.move_block; 89 int blocked = ms.move_block;
92 90
93 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
94 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
95 * things we need to do for players. 93 * things we need to do for players.
96 */ 94 */
97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
98 return 0; 96 return 0;
99 97
100 /* if there isn't anything alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
101 * 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
102 * 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
112 /* 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
113 * 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
114 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
116 */ 114 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
118 { 116 {
119 bool block = OB_MOVE_BLOCK (ob, tmp); 117 if (OB_MOVE_BLOCK (ob, tmp))
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (block && tmp->type == CHECK_INV)
123 { 118 {
124 bool have = check_inv_recursive (ob, tmp); 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 120 if (RESULT_INT (0))
126 /* If last_sp is set, the player/monster needs an object, 121 return 1;
127 * so we check for it. If they don't have it, they can't
128 * pass through this space.
129 */ 122 else
130 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
131 { 126 {
132 if (!have) 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))
131 return 1;
132 }
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))
133 return 1; 141 return 1;
134 } 142 }
135 else 143 else
136 { 144 return 1; // unconditional block
137 /* In this case, the player must not have the object - 145
138 * if they do, they can't pass through.
139 */
140 if (have)
141 return 1;
142 }
143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
148 else 146 } else {
149 { 147 // space does not block the ob, directly, but
150 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
151 * this more readable. first check - if the space blocks 149 // blocks anything
152 * movement, can't move here.
153 * second - if a monster, can't move there, unless it is a
154 * dm.
155 */
156 if (block)
157 return 1;
158 150
159 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob
161 && tmp != ob
162 && tmp->type != DOOR 152 && tmp->type != DOOR
163 && !tmp->flag [FLAG_WIZ]) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
164 return 1; 154 return 1;
165 } 155 }
166 } 156 }
167 157
168 return 0; 158 return 0;
169} 159}
170 160
171/* 161/*
172 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
173 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
174 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
175 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
176 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
177 * 167 *
224 } 214 }
225 215
226 return 0; 216 return 0;
227} 217}
228 218
229/* When the map is loaded, load_object does not actually insert objects 219//-GPL
230 * into inventory, but just links them. What this does is go through
231 * and insert them properly.
232 * The object 'container' is the object that contains the inventory.
233 * This is needed so that we can update the containers weight.
234 */
235void
236fix_container (object *container)
237{
238 object *tmp = container->inv, *next;
239
240 container->inv = 0;
241 while (tmp)
242 {
243 next = tmp->below;
244 if (tmp->inv)
245 fix_container (tmp);
246
247 insert_ob_in_ob (tmp, container);
248 tmp = next;
249 }
250
251 // go through and calculate what all the containers are carrying.
252 //TODO: remove
253 container->update_weight ();
254}
255 220
256void 221void
257maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
258{ 223{
259 if (!spaces) 224 if (!spaces)
274 239
275 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp); 242 INVOKE_OBJECT (RESET, tmp);
278} 243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
279 259
280/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
281 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
282 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
283 * they are saved). 263 * they are saved).
310 else 290 else
311 op = op->above; 291 op = op->above;
312 } 292 }
313 } 293 }
314} 294}
295
296//-GPL
315 297
316/* 298/*
317 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
318 * file pointer. 300 * file pointer.
319 */ 301 */
439 return false; 421 return false;
440 422
441 return freezer.save (path); 423 return freezer.save (path);
442} 424}
443 425
444maptile::maptile () 426void
427maptile::init ()
445{ 428{
446 in_memory = MAP_SWAPPED; 429 in_memory = MAP_SWAPPED;
447 430
448 /* The maps used to pick up default x and y values from the 431 /* The maps used to pick up default x and y values from the
449 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
450 */ 433 */
451 width = 16; 434 width = 16;
452 height = 16; 435 height = 16;
453 timeout = 300; 436 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
456}
457
458maptile::maptile (int w, int h)
459{
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0; 439 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0; 440 enter_x = 0;
467 enter_y = 0; 441 enter_y = 0;
442}
443
444maptile::maptile ()
445{
446 init ();
447}
448
449maptile::maptile (int w, int h)
450{
451 init ();
452
453 width = w;
454 height = h;
468 455
469 alloc (); 456 alloc ();
470} 457}
471 458
472/* 459/*
480 if (spaces) 467 if (spaces)
481 return; 468 return;
482 469
483 spaces = salloc0<mapspace> (size ()); 470 spaces = salloc0<mapspace> (size ());
484} 471}
472
473//+GPL
485 474
486/* Takes a string from a map definition and outputs a pointer to the array of shopitems 475/* Takes a string from a map definition and outputs a pointer to the array of shopitems
487 * corresponding to that string. Memory is allocated for this, it must be freed 476 * corresponding to that string. Memory is allocated for this, it must be freed
488 * at a later date. 477 * at a later date.
489 * Called by parse_map_headers below. 478 * Called by parse_map_headers below.
570 * the map (or something equivilent) into output_string. */ 559 * the map (or something equivilent) into output_string. */
571static const char * 560static const char *
572print_shop_string (maptile *m) 561print_shop_string (maptile *m)
573{ 562{
574 static dynbuf_text buf; buf.clear (); 563 static dynbuf_text buf; buf.clear ();
564 bool first = true;
575 565
576 for (int i = 0; i < m->shopitems[0].index; i++) 566 for (int i = 0; i < m->shopitems[0].index; i++)
577 { 567 {
568 if (!first)
569 buf << ';';
570
571 first = false;
572
578 if (m->shopitems[i].typenum) 573 if (m->shopitems[i].typenum)
579 { 574 {
580 if (m->shopitems[i].strength) 575 if (m->shopitems[i].strength)
581 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 576 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
582 else 577 else
583 buf.printf ("%s;", m->shopitems[i].name); 578 buf.printf ("%s", m->shopitems[i].name);
584 } 579 }
585 else 580 else
586 { 581 {
587 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
588 buf.printf ("*:%d;", m->shopitems[i].strength); 583 buf.printf ("*:%d", m->shopitems[i].strength);
589 else 584 else
590 buf.printf ("*"); 585 buf.printf ("*");
591 } 586 }
592 } 587 }
593 588
594 return buf; 589 return buf;
595} 590}
591
592//-GPL
596 593
597/* This loads the header information of the map. The header 594/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 595 * contains things like difficulty, size, timeout, etc.
599 * this used to be stored in the map object, but with the 596 * this used to be stored in the map object, but with the
600 * addition of tiling, fields beyond that easily named in an 597 * addition of tiling, fields beyond that easily named in an
641 case KW_shopgreed: thawer.get (shopgreed); break; 638 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break; 639 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break; 640 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break; 641 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break; 642 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652 643
653 case KW_per_player: thawer.get (per_player); break; 644 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break; 645 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break; 646 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break; 647 case KW_no_drop: thawer.get (no_drop); break;
657 648
658 case KW_region: default_region = region::find (thawer.get_str ()); break; 649 case KW_region: thawer.get (default_region); break;
659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 650 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
660 651
661 // old names new names 652 // old names new names
662 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 653 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
663 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 654 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
681 case KW_end: 672 case KW_end:
682 thawer.next (); 673 thawer.next ();
683 return true; 674 return true;
684 675
685 default: 676 default:
686 if (!thawer.parse_error ("map", 0)) 677 if (!thawer.parse_error ("map"))
687 return false; 678 return false;
688 break; 679 break;
689 } 680 }
690 681
691 thawer.next (); 682 thawer.next ();
692 } 683 }
693 684
694 abort (); 685 abort ();
695} 686}
687
688//+GPL
696 689
697/****************************************************************************** 690/******************************************************************************
698 * This is the start of unique map handling code 691 * This is the start of unique map handling code
699 *****************************************************************************/ 692 *****************************************************************************/
700 693
707 int unique = 0; 700 int unique = 0;
708 for (object *op = spaces [i].bot; op; ) 701 for (object *op = spaces [i].bot; op; )
709 { 702 {
710 object *above = op->above; 703 object *above = op->above;
711 704
712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 705 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
713 unique = 1; 706 unique = 1;
714 707
715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 708 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
716 op->destroy (); 709 op->destroy ();
717 710
718 op = above; 711 op = above;
719 } 712 }
720 } 713 }
721} 714}
722 715
716//-GPL
717
723bool 718bool
724maptile::_save_header (object_freezer &freezer) 719maptile::_save_header (object_freezer &freezer)
725{ 720{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 721#define MAP_OUT(k) freezer.put (KW(k), k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 722#define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 723
729 MAP_OUT2 (arch, "map"); 724 MAP_OUT2 (arch, CS(map));
730 725
731 if (name) MAP_OUT (name); 726 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time); 727 MAP_OUT (swap_time);
733 MAP_OUT (reset_time); 728 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout); 729 MAP_OUT (reset_timeout);
742 MAP_OUT (shopgreed); 737 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 738 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 739 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 740 if (shoprace) MAP_OUT (shoprace);
746 741
747 MAP_OUT (darkness);
748 MAP_OUT (width); 742 MAP_OUT (width);
749 MAP_OUT (height); 743 MAP_OUT (height);
750 MAP_OUT (enter_x); 744 MAP_OUT (enter_x);
751 MAP_OUT (enter_y); 745 MAP_OUT (enter_y);
752 746 MAP_OUT (darkness);
753 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
754 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
755
756 MAP_OUT (outdoor); 747 MAP_OUT (outdoor);
757 MAP_OUT (temp); 748
758 MAP_OUT (pressure); 749 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
759 MAP_OUT (humid); 750 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
760 MAP_OUT (windspeed);
761 MAP_OUT (winddir);
762 MAP_OUT (sky);
763 751
764 MAP_OUT (per_player); 752 MAP_OUT (per_player);
765 MAP_OUT (per_party); 753 MAP_OUT (per_party);
766 754
767 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
768 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
769 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
770 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
771 759
772 freezer.put (this); 760 freezer.put (this);
773 freezer.put (KW_end); 761 freezer.put (KW(end));
774 762
775 return true; 763 return true;
776} 764}
777 765
778bool 766bool
783 if (!_save_header (freezer)) 771 if (!_save_header (freezer))
784 return false; 772 return false;
785 773
786 return freezer.save (path); 774 return freezer.save (path);
787} 775}
776
777//+GPL
788 778
789/* 779/*
790 * Remove and free all objects in the given map. 780 * Remove and free all objects in the given map.
791 */ 781 */
792void 782void
861 851
862 clear (); 852 clear ();
863} 853}
864 854
865/* decay and destroy perishable items in a map */ 855/* decay and destroy perishable items in a map */
856// TODO: should be done regularly, not on map load?
866void 857void
867maptile::do_decay_objects () 858maptile::do_decay_objects ()
868{ 859{
869 if (!spaces) 860 if (!spaces)
870 return; 861 return;
872 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 863 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above) 864 for (object *above, *op = ms->bot; op; op = above)
874 { 865 {
875 above = op->above; 866 above = op->above;
876 867
868 // do not decay anything above unique floor tiles (yet :)
869 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
870 break;
871
877 bool destroy = 0; 872 bool destroy = 0;
878 873
879 // do not decay anything above unique floor tiles (yet :) 874 if (op->flag [FLAG_IS_FLOOR]
880 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 875 || op->flag [FLAG_OBJ_ORIGINAL]
881 break; 876 || op->flag [FLAG_UNIQUE]
882 877 || op->flag [FLAG_OVERLAY_FLOOR]
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 878 || op->flag [FLAG_UNPAID]
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
887 || QUERY_FLAG (op, FLAG_UNPAID)
888 || op->is_alive ()) 879 || op->is_alive ())
889 ; // do not decay 880 ; // do not decay
890 else if (op->is_weapon ()) 881 else if (op->is_weapon ())
891 { 882 {
892 op->stats.dam--; 883 op->stats.dam--;
917 || mat & M_LIQUID 908 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1) 909 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1) 910 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 911 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 912 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32)) 913 //|| (mat & M_ICE && temp > 32)
914 )
923 destroy = 1; 915 destroy = 1;
924 } 916 }
925 917
926 /* adjust overall chance below */ 918 /* adjust overall chance below */
927 if (destroy && rndm (0, 1)) 919 if (destroy && rndm (0, 1))
947 sint64 total_exp = 0; 939 sint64 total_exp = 0;
948 940
949 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 941 for (mapspace *ms = spaces + size (); ms-- > spaces; )
950 for (object *op = ms->bot; op; op = op->above) 942 for (object *op = ms->bot; op; op = op->above)
951 { 943 {
952 if (QUERY_FLAG (op, FLAG_MONSTER)) 944 if (op->flag [FLAG_MONSTER])
953 { 945 {
954 total_exp += op->stats.exp; 946 total_exp += op->stats.exp;
955 monster_cnt++; 947 monster_cnt++;
956 } 948 }
957 949
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 950 if (op->flag [FLAG_GENERATOR])
959 { 951 {
960 total_exp += op->stats.exp; 952 total_exp += op->stats.exp;
961 953
962 if (archetype *at = op->other_arch) 954 if (archetype *at = op->other_arch)
963 { 955 {
1018 */ 1010 */
1019void 1011void
1020mapspace::update_ () 1012mapspace::update_ ()
1021{ 1013{
1022 object *last = 0; 1014 object *last = 0;
1023 uint8 flags = P_UPTODATE, anywhere = 0; 1015 uint8 flags = P_UPTODATE;
1024 sint8 light = 0; 1016 sint8 light = 0;
1025 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1017 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1018 uint64_t volume = 0;
1019 uint32_t items = 0;
1020 object *anywhere = 0;
1021 uint8_t middle_visibility = 0;
1026 1022
1027 //object *middle = 0; 1023 //object *middle = 0;
1028 //object *top = 0; 1024 //object *top = 0;
1029 //object *floor = 0; 1025 //object *floor = 0;
1030 // this seems to generate better code than using locals, above 1026 // this seems to generate better code than using locals, above
1031 object *&top = faces_obj[0] = 0; 1027 object *&top = faces_obj[0] = 0;
1032 object *&middle = faces_obj[1] = 0; 1028 object *&middle = faces_obj[1] = 0;
1033 object *&floor = faces_obj[2] = 0; 1029 object *&floor = faces_obj[2] = 0;
1030
1031 object::flags_t allflags; // all flags of all objects or'ed together
1034 1032
1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1033 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1036 { 1034 {
1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1035 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1038 light += tmp->glow_radius; 1036 light += tmp->glow_radius;
1043 * 3 times each time the player moves, because many of the 1041 * 3 times each time the player moves, because many of the
1044 * functions the move_player calls eventualy call this. 1042 * functions the move_player calls eventualy call this.
1045 * 1043 *
1046 * Always put the player down for drawing. 1044 * Always put the player down for drawing.
1047 */ 1045 */
1048 if (!tmp->invisible) 1046 if (expect_true (!tmp->invisible))
1049 { 1047 {
1050 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1048 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1051 top = tmp; 1049 top = tmp;
1052 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1050 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1053 { 1051 {
1054 /* If we got a floor, that means middle and top were below it, 1052 /* If we got a floor, that means middle and top were below it,
1055 * so should not be visible, so we clear them. 1053 * so should not be visible, so we clear them.
1056 */ 1054 */
1057 middle = 0; 1055 middle = 0;
1058 top = 0; 1056 top = 0;
1059 floor = tmp; 1057 floor = tmp;
1058 volume = 0;
1059 items = 0;
1060 } 1060 }
1061 /* Flag anywhere have high priority */ 1061 else
1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1063 { 1062 {
1063 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1064 {
1065 ++items;
1066 volume += tmp->volume ();
1067 }
1068
1069 /* Flag anywhere have high priority */
1070 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1071 anywhere = tmp;
1072
1073 /* Find the highest visible face around. If equal
1074 * visibilities, we still want the one nearer to the
1075 * top
1076 */
1077 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1078 {
1079 middle_visibility = ::faces [tmp->face].visibility;
1064 middle = tmp; 1080 middle = tmp;
1065 anywhere = 1; 1081 }
1066 } 1082 }
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1073 middle = tmp;
1074 }
1075
1076 if (tmp == tmp->above)
1077 {
1078 LOG (llevError, "Error in structure of map\n");
1079 exit (-1);
1080 } 1083 }
1081 1084
1082 move_slow |= tmp->move_slow; 1085 move_slow |= tmp->move_slow;
1083 move_block |= tmp->move_block; 1086 move_block |= tmp->move_block;
1084 move_on |= tmp->move_on; 1087 move_on |= tmp->move_on;
1085 move_off |= tmp->move_off; 1088 move_off |= tmp->move_off;
1086 move_allow |= tmp->move_allow; 1089 move_allow |= tmp->move_allow;
1087 1090
1088 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1091 allflags |= tmp->flag;
1089 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1092
1090 if (tmp->type == PLAYER) flags |= P_PLAYER; 1093 if (tmp->type == PLAYER) flags |= P_PLAYER;
1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1094 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1094 } 1095 }
1096
1097 // FLAG_SEE_ANYWHERE takes precedence
1098 if (anywhere)
1099 middle = anywhere;
1100
1101 // ORing all flags together and checking them here is much faster
1102 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1103 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1104 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1105 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1095 1106
1096 this->light = min (light, MAX_LIGHT_RADIUS); 1107 this->light = min (light, MAX_LIGHT_RADIUS);
1097 this->flags_ = flags; 1108 this->flags_ = flags;
1098 this->move_block = move_block & ~move_allow; 1109 this->move_block = move_block & ~move_allow;
1099 this->move_on = move_on; 1110 this->move_on = move_on;
1100 this->move_off = move_off; 1111 this->move_off = move_off;
1101 this->move_slow = move_slow; 1112 this->move_slow = move_slow;
1113 this->volume_ = (volume + 1023) / 1024;
1114 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1102 1115
1103 /* At this point, we have a floor face (if there is a floor), 1116 /* At this point, we have a floor face (if there is a floor),
1104 * and the floor is set - we are not going to touch it at 1117 * and the floor is set - we are not going to touch it at
1105 * this point. 1118 * this point.
1106 * middle contains the highest visibility face. 1119 * middle contains the highest visibility face.
1124 */ 1137 */
1125 1138
1126 for (object *tmp = last; tmp; tmp = tmp->below) 1139 for (object *tmp = last; tmp; tmp = tmp->below)
1127 { 1140 {
1128 /* Once we get to a floor, stop, since we already have a floor object */ 1141 /* Once we get to a floor, stop, since we already have a floor object */
1129 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1142 if (tmp->flag [FLAG_IS_FLOOR])
1130 break; 1143 break;
1131 1144
1132 /* If two top faces are already set, quit processing */ 1145 /* If two top faces are already set, quit processing */
1133 if (top && middle) 1146 if (top && middle)
1134 break; 1147 break;
1172 faces_obj [1] = middle; 1185 faces_obj [1] = middle;
1173 faces_obj [2] = floor; 1186 faces_obj [2] = floor;
1174#endif 1187#endif
1175} 1188}
1176 1189
1177uint64
1178mapspace::volume () const
1179{
1180 uint64 vol = 0;
1181
1182 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1183 vol += op->volume ();
1184
1185 return vol;
1186}
1187
1188maptile * 1190maptile *
1189maptile::tile_available (int dir, bool load) 1191maptile::tile_available (int dir, bool load)
1190{ 1192{
1191 if (tile_path[dir]) 1193 if (tile_path[dir])
1192 { 1194 {
1312/** 1314/**
1313 * Return whether map2 is adjacent to map1. If so, store the distance from 1315 * Return whether map2 is adjacent to map1. If so, store the distance from
1314 * map1 to map2 in dx/dy. 1316 * map1 to map2 in dx/dy.
1315 */ 1317 */
1316int 1318int
1317adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1319adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1318{ 1320{
1319 if (!map1 || !map2) 1321 if (!map1 || !map2)
1320 return 0; 1322 return 0;
1321 1323
1322 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1324 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1324 if (map1 == map2) 1326 if (map1 == map2)
1325 { 1327 {
1326 *dx = 0; 1328 *dx = 0;
1327 *dy = 0; 1329 *dy = 0;
1328 } 1330 }
1329 else if (map1->tile_map[0] == map2) 1331 else if (map1->tile_available (0, false) == map2)
1330 { /* up */ 1332 { /* up */
1331 *dx = 0; 1333 *dx = 0;
1332 *dy = -map2->height; 1334 *dy = -map2->height;
1333 } 1335 }
1334 else if (map1->tile_map[1] == map2) 1336 else if (map1->tile_available (1, false) == map2)
1335 { /* right */ 1337 { /* right */
1336 *dx = map1->width; 1338 *dx = map1->width;
1337 *dy = 0; 1339 *dy = 0;
1338 } 1340 }
1339 else if (map1->tile_map[2] == map2) 1341 else if (map1->tile_available (2, false) == map2)
1340 { /* down */ 1342 { /* down */
1341 *dx = 0; 1343 *dx = 0;
1342 *dy = map1->height; 1344 *dy = map1->height;
1343 } 1345 }
1344 else if (map1->tile_map[3] == map2) 1346 else if (map1->tile_available (3, false) == map2)
1345 { /* left */ 1347 { /* left */
1346 *dx = -map2->width; 1348 *dx = -map2->width;
1347 *dy = 0; 1349 *dy = 0;
1348 } 1350 }
1349 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1351 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (1, false) == map2)
1350 { /* up right */ 1352 { /* up right */
1351 *dx = map1->tile_map[0]->width; 1353 *dx = map1->tile_map[0]->width;
1352 *dy = -map1->tile_map[0]->height; 1354 *dy = -map1->tile_map[0]->height;
1353 } 1355 }
1354 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1356 else if (map1->tile_map[0] && map1->tile_map[0]->tile_available (3, false) == map2)
1355 { /* up left */ 1357 { /* up left */
1356 *dx = -map2->width; 1358 *dx = -map2->width;
1357 *dy = -map1->tile_map[0]->height; 1359 *dy = -map1->tile_map[0]->height;
1358 } 1360 }
1359 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1361 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (0, false) == map2)
1360 { /* right up */ 1362 { /* right up */
1361 *dx = map1->width; 1363 *dx = map1->width;
1362 *dy = -map2->height; 1364 *dy = -map2->height;
1363 } 1365 }
1364 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1366 else if (map1->tile_map[1] && map1->tile_map[1]->tile_available (2, false) == map2)
1365 { /* right down */ 1367 { /* right down */
1366 *dx = map1->width; 1368 *dx = map1->width;
1367 *dy = map1->tile_map[1]->height; 1369 *dy = map1->tile_map[1]->height;
1368 } 1370 }
1369 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1371 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (1, false) == map2)
1370 { /* down right */ 1372 { /* down right */
1371 *dx = map1->tile_map[2]->width; 1373 *dx = map1->tile_map[2]->width;
1372 *dy = map1->height; 1374 *dy = map1->height;
1373 } 1375 }
1374 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1376 else if (map1->tile_map[2] && map1->tile_map[2]->tile_available (3, false) == map2)
1375 { /* down left */ 1377 { /* down left */
1376 *dx = -map2->width; 1378 *dx = -map2->width;
1377 *dy = map1->height; 1379 *dy = map1->height;
1378 } 1380 }
1379 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1381 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (0, false) == map2)
1380 { /* left up */ 1382 { /* left up */
1381 *dx = -map1->tile_map[3]->width; 1383 *dx = -map1->tile_map[3]->width;
1382 *dy = -map2->height; 1384 *dy = -map2->height;
1383 } 1385 }
1384 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1386 else if (map1->tile_map[3] && map1->tile_map[3]->tile_available (2, false) == map2)
1385 { /* left down */ 1387 { /* left down */
1386 *dx = -map1->tile_map[3]->width; 1388 *dx = -map1->tile_map[3]->width;
1387 *dy = map1->tile_map[3]->height; 1389 *dy = map1->tile_map[3]->height;
1388 } 1390 }
1389 else 1391 else
1428 * 1430 *
1429 * currently, the only flag supported (0x1) is don't translate for 1431 * currently, the only flag supported (0x1) is don't translate for
1430 * closest body part of 'op1' 1432 * closest body part of 'op1'
1431 */ 1433 */
1432void 1434void
1433get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1435get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1434{ 1436{
1435 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1437 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1436 { 1438 {
1437 /* be conservative and fill in _some_ data */ 1439 /* be conservative and fill in _some_ data */
1438 retval->distance = 10000; 1440 retval->distance = 10000;
1439 retval->distance_x = 10000; 1441 retval->distance_x = 10000;
1440 retval->distance_y = 10000; 1442 retval->distance_y = 10000;
1441 retval->direction = 0; 1443 retval->direction = 0;
1442 retval->part = 0; 1444 retval->part = 0;
1443 } 1445 }
1444 else 1446 else
1445 { 1447 {
1446 object *best;
1447
1448 retval->distance_x += op2->x - op1->x; 1448 retval->distance_x += op2->x - op1->x;
1449 retval->distance_y += op2->y - op1->y; 1449 retval->distance_y += op2->y - op1->y;
1450 1450
1451 best = op1; 1451 object *best = op1;
1452
1452 /* If this is multipart, find the closest part now */ 1453 /* If this is multipart, find the closest part now */
1453 if (!(flags & 0x1) && op1->more) 1454 if (!(flags & 1) && op1->more)
1454 { 1455 {
1455 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1456 int best_distance = idistance (retval->distance_x, retval->distance_y);
1456 1457
1457 /* we just take the offset of the piece to head to figure 1458 /* we just take the offset of the piece to head to figure
1458 * distance instead of doing all that work above again 1459 * distance instead of doing all that work above again
1459 * since the distance fields we set above are positive in the 1460 * since the distance fields we set above are positive in the
1460 * same axis as is used for multipart objects, the simply arithmetic 1461 * same axis as is used for multipart objects, the simply arithmetic
1461 * below works. 1462 * below works.
1462 */ 1463 */
1463 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1464 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1464 { 1465 {
1465 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1466 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1466 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1467
1467 if (tmpi < best_distance) 1468 if (tmpi < best_distance)
1468 { 1469 {
1469 best_distance = tmpi; 1470 best_distance = tmpi;
1470 best = tmp; 1471 best = tmp;
1471 } 1472 }
1472 } 1473 }
1473 1474
1474 if (best != op1) 1475 if (best != op1)
1475 { 1476 {
1476 retval->distance_x += op1->x - best->x; 1477 retval->distance_x += op1->x - best->x;
1477 retval->distance_y += op1->y - best->y; 1478 retval->distance_y += op1->y - best->y;
1478 } 1479 }
1479 } 1480 }
1480 1481
1481 retval->part = best; 1482 retval->part = best;
1482 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1483 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1483 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1484 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1484 } 1485 }
1485} 1486}
1486 1487
1487/* this is basically the same as get_rangevector above, but instead of 1488/* this is basically the same as get_rangevector above, but instead of
1488 * the first parameter being an object, it instead is the map 1489 * the first parameter being an object, it instead is the map
1493 * be more consistant with the above function and also in case they are needed 1494 * be more consistant with the above function and also in case they are needed
1494 * for something in the future. Also, since no object is pasted, the best 1495 * for something in the future. Also, since no object is pasted, the best
1495 * field of the rv_vector is set to NULL. 1496 * field of the rv_vector is set to NULL.
1496 */ 1497 */
1497void 1498void
1498get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1499get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1499{ 1500{
1500 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1501 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1501 { 1502 {
1502 /* be conservative and fill in _some_ data */ 1503 /* be conservative and fill in _some_ data */
1503 retval->distance = 100000; 1504 retval->distance = 100000;
1504 retval->distance_x = 32767; 1505 retval->distance_x = 32767;
1505 retval->distance_y = 32767; 1506 retval->distance_y = 32767;
1506 retval->direction = 0; 1507 retval->direction = 0;
1507 retval->part = 0; 1508 retval->part = 0;
1508 } 1509 }
1509 else 1510 else
1510 { 1511 {
1511 retval->distance_x += op2->x - x; 1512 retval->distance_x += op2->x - x;
1512 retval->distance_y += op2->y - y; 1513 retval->distance_y += op2->y - y;
1513 1514
1514 retval->part = 0; 1515 retval->part = 0;
1515 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1516 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1516 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1517 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1517 } 1518 }
1518} 1519}
1519 1520
1520/* Returns true of op1 and op2 are effectively on the same map 1521/* Returns true of op1 and op2 are effectively on the same map
1521 * (as related to map tiling). Note that this looks for a path from 1522 * (as related to map tiling). Note that this looks for a path from
1531 int dx, dy; 1532 int dx, dy;
1532 1533
1533 return adjacent_map (op1->map, op2->map, &dx, &dy); 1534 return adjacent_map (op1->map, op2->map, &dx, &dy);
1534} 1535}
1535 1536
1537//-GPL
1538
1536object * 1539object *
1537maptile::insert (object *op, int x, int y, object *originator, int flags) 1540maptile::insert (object *op, int x, int y, object *originator, int flags)
1538{ 1541{
1539 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1542 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1540} 1543}
1551 if (default_region) 1554 if (default_region)
1552 return default_region; 1555 return default_region;
1553 1556
1554 return ::region::default_region (); 1557 return ::region::default_region ();
1555} 1558}
1559
1560//+GPL
1556 1561
1557/* picks a random object from a style map. 1562/* picks a random object from a style map.
1558 */ 1563 */
1559object * 1564object *
1560maptile::pick_random_object (rand_gen &gen) const 1565maptile::pick_random_object (rand_gen &gen) const
1567 */ 1572 */
1568 for (int i = 1000; --i;) 1573 for (int i = 1000; --i;)
1569 { 1574 {
1570 object *pick = at (gen (width), gen (height)).bot; 1575 object *pick = at (gen (width), gen (height)).bot;
1571 1576
1572 // do not prefer big monsters just because they are big. 1577 // must be head: do not prefer big monsters just because they are big.
1573 if (pick && pick->is_head ()) 1578 if (pick && pick->is_head ())
1574 return pick->head_ (); 1579 return pick;
1575 } 1580 }
1576 1581
1577 // instead of crashing in the unlikely(?) case, try to return *something* 1582 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find ("bug"); 1583 return archetype::find (shstr_bug);
1579} 1584}
1585
1586//-GPL
1580 1587
1581void 1588void
1582maptile::play_sound (faceidx sound, int x, int y) const 1589maptile::play_sound (faceidx sound, int x, int y) const
1583{ 1590{
1584 if (!sound) 1591 if (!sound)
1610 1617
1611 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1612 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1613 } 1620 }
1614} 1621}
1622
1623dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1615 1624
1616static void 1625static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1626split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{ 1627{
1619 // clip to map to the left 1628 // clip to map to the left
1675 r->dx = dx; 1684 r->dx = dx;
1676 r->dy = dy; 1685 r->dy = dy;
1677} 1686}
1678 1687
1679maprect * 1688maprect *
1680maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1689maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1681{ 1690{
1682 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1683 buf.clear (); 1691 buf.clear ();
1684 1692
1685 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1686 1694
1687 // add end marker 1695 // add end marker

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