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Comparing deliantra/server/common/map.C (file contents):
Revision 1.130 by root, Sun Sep 30 20:22:14 2007 UTC vs.
Revision 1.155 by root, Fri Dec 26 10:36:42 2008 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
245 244
246 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
247 tmp = next; 246 tmp = next;
248 } 247 }
249 248
250 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
251 * carrying. 250 //TODO: remove
252 */ 251 container->update_weight ();
253 sum_weight (container);
254} 252}
255 253
256void 254void
257maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
258{ 256{
260 return; 258 return;
261 259
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
265} 276}
266 277
267/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
268 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
269 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
307bool 318bool
308maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
309{ 320{
310 for (;;) 321 for (;;)
311 { 322 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
313 324
314 switch (f.kw) 325 switch (f.kw)
315 { 326 {
316 case KW_arch: 327 case KW_arch:
317 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
318 { 329 {
330 // TODO: why?
319 if (op->inv) 331 if (op->inv)
320 sum_weight (op); 332 op->update_weight ();
321 333
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 335 {
324 // we insert manually because 336 // we insert manually because
325 // a) its way faster 337 // a) its way faster
642 case KW_sky: thawer.get (sky); break; 654 case KW_sky: thawer.get (sky); break;
643 655
644 case KW_per_player: thawer.get (per_player); break; 656 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 657 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 658 case KW_no_reset: thawer.get (no_reset); break;
659 case KW_no_drop: thawer.get (no_drop); break;
647 660
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 661 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 662 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 663
651 // old names new names 664 // old names new names
701 714
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1; 716 unique = 1;
704 717
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 719 op->destroy ();
709 }
710 720
711 op = above; 721 op = above;
712 } 722 }
713 } 723 }
714} 724}
725 MAP_OUT (swap_time); 735 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 736 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 737 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 738 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 739 MAP_OUT (no_reset);
740 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 741 MAP_OUT (difficulty);
731 742
732 if (default_region) MAP_OUT2 (region, default_region->name); 743 if (default_region) MAP_OUT2 (region, default_region->name);
733 744
734 if (shopitems) 745 if (shopitems)
801 812
802 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
803 814
804 object *head = op->head_ (); 815 object *head = op->head_ ();
805 if (op == head) 816 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 817 op->destroy ();
809 }
810 else if (head->map != op->map) 818 else if (head->map != op->map)
811 { 819 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 821 head->destroy ();
814 } 822 }
815 } 823 }
816 824
817 sfree (spaces, size ()), spaces = 0; 825 sfree0 (spaces, size ());
818 } 826 }
819 827
820 if (buttons) 828 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 829 free_objectlinkpt (buttons), buttons = 0;
822 830
823 sfree (regions, size ()); regions = 0; 831 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 832 delete [] regionmap; regionmap = 0;
825} 833}
826 834
827void 835void
828maptile::clear_header () 836maptile::clear_header ()
957/* 965/*
958 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
959 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
960 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
961 * 969 *
962 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
963 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
964 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
966 */ 974 */
967int 975int
968maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
969{ 977{
970 long monster_cnt = 0; 978 long monster_cnt = 0;
982 990
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 991 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 992 {
985 total_exp += op->stats.exp; 993 total_exp += op->stats.exp;
986 994
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 995 if (archetype *at = op->other_arch)
996 {
988 total_exp += at->stats.exp * 8; 997 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 998 monster_cnt++;
999 }
1000
1001 for (object *inv = op->inv; inv; inv = inv->below)
1002 {
1003 total_exp += op->stats.exp * 8;
1004 monster_cnt++;
1005 }
991 } 1006 }
992 } 1007 }
993 1008
994 avgexp = (double) total_exp / monster_cnt; 1009 avgexp = (double) total_exp / monster_cnt;
995 1010
1008 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1009 */ 1024 */
1010int 1025int
1011maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1012{ 1027{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 1028 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1017 return 0; 1030 return 0;
1018 1031
1019 /* inform all players on the map */ 1032 /* inform all players on the map */
1020 if (change > 0) 1033 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 1035 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 1037
1025 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1026 * we need to be extra careful about negative values.
1027 * In general, the checks below are only needed if change
1028 * is not +/-1
1029 */
1030 if (new_level < 0)
1031 darkness = 0;
1032 else if (new_level >= MAX_DARKNESS)
1033 darkness = MAX_DARKNESS;
1034 else
1035 darkness = new_level;
1036 1039
1037 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1041 update_all_map_los (this);
1042
1039 return 1; 1043 return 1;
1040} 1044}
1041 1045
1042/* 1046/*
1043 * This function updates various attributes about a specific space 1047 * This function updates various attributes about a specific space
1046 * through, etc) 1050 * through, etc)
1047 */ 1051 */
1048void 1052void
1049mapspace::update_ () 1053mapspace::update_ ()
1050{ 1054{
1051 object *tmp, *last = 0; 1055 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1057 sint8 light = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1054 1059
1055 //object *middle = 0; 1060 //object *middle = 0;
1056 //object *top = 0; 1061 //object *top = 0;
1057 //object *floor = 0; 1062 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1063 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1064 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1065 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1066 object *&floor = faces_obj[2] = 0;
1062 1067
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1069 {
1065 /* This could be made additive I guess (two lights better than 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1066 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed.
1069 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1071 light += tmp->glow_radius;
1072 1072
1073 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1096 {
1097 middle = tmp; 1097 middle = tmp;
1098 anywhere = 1; 1098 anywhere = 1;
1099 } 1099 }
1100
1100 /* Find the highest visible face around. If equal 1101 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1102 * visibilities, we still want the one nearer to the
1102 * top 1103 * top
1103 */ 1104 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1105 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1127 }
1127 1128
1128 this->light = light; 1129 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1130 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1131 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1132 this->move_on = move_on;
1132 this->move_off = move_off; 1133 this->move_off = move_off;
1133 this->move_slow = move_slow; 1134 this->move_slow = move_slow;
1153 * 1) top face is set, need middle to be set. 1154 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1155 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1156 * 3) neither middle or top is set - need to set both.
1156 */ 1157 */
1157 1158
1158 for (tmp = last; tmp; tmp = tmp->below) 1159 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1160 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1161 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1162 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1163 break;
1163 1164
1215 vol += op->volume (); 1216 vol += op->volume ();
1216 1217
1217 return vol; 1218 return vol;
1218} 1219}
1219 1220
1220bool 1221maptile *
1221maptile::tile_available (int dir, bool load) 1222maptile::tile_available (int dir, bool load)
1222{ 1223{
1223 if (!tile_path[dir]) 1224 if (tile_path[dir])
1224 return 0; 1225 {
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1; 1227 return tile_map[dir];
1228 1228
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1230 return tile_map[dir];
1231 }
1231 1232
1232 return 0; 1233 return 0;
1233} 1234}
1234 1235
1235/* this returns TRUE if the coordinates (x,y) are out of 1236/* this returns TRUE if the coordinates (x,y) are out of
1566} 1567}
1567 1568
1568object * 1569object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1570maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1571{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1572 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1573}
1576 1574
1577region * 1575region *
1578maptile::region (int x, int y) const 1576maptile::region (int x, int y) const
1588 1586
1589 return ::region::default_region (); 1587 return ::region::default_region ();
1590} 1588}
1591 1589
1592/* picks a random object from a style map. 1590/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */ 1591 */
1596object * 1592object *
1597maptile::pick_random_object () const 1593maptile::pick_random_object (rand_gen &gen) const
1598{ 1594{
1599 /* while returning a null object will result in a crash, that 1595 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1596 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1597 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1598 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1599 * any difference, but this seems clearer to me.
1604 */ 1600 */
1605 for (int i = 1000; --i;) 1601 for (int i = 1000; --i;)
1606 { 1602 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1603 object *pick = at (gen (width), gen (height)).bot;
1608 1604
1609 // do not prefer big monsters just because they are big. 1605 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1606 if (pick && pick->is_head ())
1611 return pick->head_ (); 1607 return pick->head_ ();
1612 } 1608 }
1613 1609
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1610 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1611 return archetype::find ("bug");
1616} 1612}
1617 1613
1618void 1614void
1619maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1616{
1621 if (!sound) 1617 if (!sound)
1622 return; 1618 return;
1623 1619
1624 for_all_players (pl) 1620 for_all_players_on_map (pl, this)
1625 if (pl->observe->map == this)
1626 if (client *ns = pl->ns) 1621 if (client *ns = pl->ns)
1627 { 1622 {
1628 int dx = x - pl->observe->x; 1623 int dx = x - pl->ob->x;
1629 int dy = y - pl->observe->y; 1624 int dy = y - pl->ob->y;
1630 1625
1631 int distance = idistance (dx, dy); 1626 int distance = idistance (dx, dy);
1632 1627
1633 if (distance <= MAX_SOUND_DISTANCE) 1628 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1629 ns->play_sound (sound, dx, dy);
1635 } 1630 }
1636} 1631}
1637 1632
1633static void
1634split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1635{
1636 // clip to map to the left
1637 if (x0 < 0)
1638 {
1639 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1640 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1641
1642 if (x1 < 0) // entirely to the left
1643 return;
1644
1645 x0 = 0;
1646 }
1647
1648 // clip to map to the right
1649 if (x1 > m->width)
1650 {
1651 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1652 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1653
1654 if (x0 > m->width) // entirely to the right
1655 return;
1656
1657 x1 = m->width;
1658 }
1659
1660 // clip to map above
1661 if (y0 < 0)
1662 {
1663 if (maptile *tile = m->tile_available (TILE_UP, 1))
1664 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1665
1666 if (y1 < 0) // entirely above
1667 return;
1668
1669 y0 = 0;
1670 }
1671
1672 // clip to map below
1673 if (y1 > m->height)
1674 {
1675 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1676 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1677
1678 if (y0 > m->height) // entirely below
1679 return;
1680
1681 y1 = m->height;
1682 }
1683
1684 // if we get here, the rect is within the current map
1685 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1686
1687 r->m = m;
1688 r->x0 = x0;
1689 r->y0 = y0;
1690 r->x1 = x1;
1691 r->y1 = y1;
1692 r->dx = dx;
1693 r->dy = dy;
1694}
1695
1696maprect *
1697maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1698{
1699 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1700 buf.clear ();
1701
1702 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1703
1704 // add end marker
1705 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1706 r->m = 0;
1707
1708 return (maprect *)buf.linearise ();
1709}
1710

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