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Comparing deliantra/server/common/map.C (file contents):
Revision 1.145 by root, Mon Aug 11 23:23:41 2008 UTC vs.
Revision 1.162 by root, Tue Oct 13 18:22:44 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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 "loader.h"
28#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
29 32
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those 36 * new values into newmap, nx, and ny. Any and all of those
68 * by the caller. 71 * by the caller.
69 */ 72 */
70int 73int
71blocked_link (object *ob, maptile *m, int sx, int sy) 74blocked_link (object *ob, maptile *m, int sx, int sy)
72{ 75{
73 object *tmp;
74 int mflags, blocked;
75
76 /* Make sure the coordinates are valid - they should be, as caller should 76 /* Make sure the coordinates are valid - they should be, as caller should
77 * have already checked this. 77 * have already checked this.
78 */ 78 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 79 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 80 {
83 } 83 }
84 84
85 /* Save some cycles - instead of calling get_map_flags(), just get the value 85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly. 86 * directly.
87 */ 87 */
88 mflags = m->at (sx, sy).flags (); 88 mapspace &ms = m->at (sx, sy);
89 89
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 90 int mflags = ms.flags ();
91 int blocked = ms.move_block;
91 92
92 /* If space is currently not blocked by anything, no need to 93 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 94 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 95 * things we need to do for players.
95 */ 96 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 97 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0; 98 return 0;
98 99
99 /* if there isn't anytyhing alive on this space, and this space isn't 100 /* if there isn't anything alive on this space, and this space isn't
100 * otherwise blocked, we can return now. Only if there is a living 101 * otherwise blocked, we can return now. Only if there is a living
101 * creature do we need to investigate if it is part of this creature 102 * creature do we need to investigate if it is part of this creature
102 * or another. Likewise, only if something is blocking us do we 103 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would 104 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example) 105 * let the player through (inventory checkers for example)
111 /* We basically go through the stack of objects, and if there is 112 /* We basically go through the stack of objects, and if there is
112 * some other object that has NO_PASS or FLAG_ALIVE set, return 113 * some other object that has NO_PASS or FLAG_ALIVE set, return
113 * true. If we get through the entire stack, that must mean 114 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 115 * ob is blocking it, so return 0.
115 */ 116 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 117 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 { 118 {
119 bool block = OB_MOVE_BLOCK (ob, tmp);
118 120
119 /* This must be before the checks below. Code for inventory checkers. */ 121 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) 122 if (block && tmp->type == CHECK_INV)
121 { 123 {
124 bool have = check_inv_recursive (ob, tmp);
125
122 /* If last_sp is set, the player/monster needs an object, 126 /* If last_sp is set, the player/monster needs an object,
123 * so we check for it. If they don't have it, they can't 127 * so we check for it. If they don't have it, they can't
124 * pass through this space. 128 * pass through this space.
125 */ 129 */
126 if (tmp->last_sp) 130 if (tmp->last_sp)
127 { 131 {
128 if (check_inv_recursive (ob, tmp) == NULL) 132 if (!have)
129 return 1; 133 return 1;
130 else
131 continue;
132 } 134 }
133 else 135 else
134 { 136 {
135 /* In this case, the player must not have the object - 137 /* In this case, the player must not have the object -
136 * if they do, they can't pass through. 138 * if they do, they can't pass through.
137 */ 139 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ 140 if (have)
139 return 1; 141 return 1;
140 else
141 continue;
142 } 142 }
143 } /* if check_inv */ 143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
144 else 148 else
145 { 149 {
146 /* Broke apart a big nasty if into several here to make 150 /* Broke apart a big nasty if into several here to make
147 * this more readable. first check - if the space blocks 151 * this more readable. first check - if the space blocks
148 * movement, can't move here. 152 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a 153 * second - if a monster, can't move there, unless it is a
150 * hidden dm 154 * dm.
151 */ 155 */
152 if (OB_MOVE_BLOCK (ob, tmp)) 156 if (block)
153 return 1; 157 return 1;
154 158
155 if (tmp->flag [FLAG_ALIVE] 159 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob 160 && tmp->head_ () != ob
157 && tmp != ob 161 && tmp != ob
158 && tmp->type != DOOR 162 && tmp->type != DOOR
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 163 && !tmp->flag [FLAG_WIZ])
160 return 1; 164 return 1;
161 } 165 }
162
163 } 166 }
167
164 return 0; 168 return 0;
165} 169}
166 170
167/* 171/*
168 * Returns qthe blocking object if the given object can't fit in the given 172 * Returns qthe blocking object if the given object can't fit in the given
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 336 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 { 337 {
334 // we insert manually because 338 // we insert manually because
335 // a) its way faster 339 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that 340 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct 341 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 342 mapspace &ms = at (op->x, op->y);
339 343
340 op->flag [FLAG_REMOVED] = false; 344 op->flag [FLAG_REMOVED] = false;
341 345
342 op->above = 0; 346 op->above = 0;
343 op->below = ms.top; 347 op->below = ms.top;
344 348
345 if (ms.top)
346 ms.top->above = op; 349 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 350
350 ms.top = op; 351 ms.top = op;
351 ms.flags_ = 0; 352 ms.flags_ = 0;
352 } 353 }
353 else 354 else
712 713
713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
714 unique = 1; 715 unique = 1;
715 716
716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
717 {
718 op->destroy_inv (false);
719 op->destroy (); 718 op->destroy ();
720 }
721 719
722 op = above; 720 op = above;
723 } 721 }
724 } 722 }
725} 723}
813 811
814 op->flag [FLAG_REMOVED] = true; 812 op->flag [FLAG_REMOVED] = true;
815 813
816 object *head = op->head_ (); 814 object *head = op->head_ ();
817 if (op == head) 815 if (op == head)
818 {
819 op->destroy_inv (false);
820 op->destroy (); 816 op->destroy ();
821 }
822 else if (head->map != op->map) 817 else if (head->map != op->map)
823 { 818 {
824 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 819 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
825 head->destroy (); 820 head->destroy ();
826 } 821 }
941 op->destroy (); 936 op->destroy ();
942 } 937 }
943} 938}
944 939
945/* 940/*
946 * Updates every button on the map (by calling update_button() for them).
947 */
948void
949maptile::update_buttons ()
950{
951 for (oblinkpt *obp = buttons; obp; obp = obp->next)
952 for (objectlink *ol = obp->link; ol; ol = ol->next)
953 {
954 if (!ol->ob)
955 {
956 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
957 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
958 continue;
959 }
960
961 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
962 {
963 update_button (ol->ob);
964 break;
965 }
966 }
967}
968
969/*
970 * This routine is supposed to find out the difficulty of the map. 941 * This routine is supposed to find out the difficulty of the map.
971 * difficulty does not have a lot to do with character level, 942 * difficulty does not have a lot to do with character level,
972 * but does have a lot to do with treasure on the map. 943 * but does have a lot to do with treasure on the map.
973 * 944 *
974 * Difficulty can now be set by the map creature. If the value stored 945 * Difficulty can now be set by the map creator. If the value stored
975 * in the map is zero, then use this routine. Maps should really 946 * in the map is zero, then use this routine. Maps should really
976 * have a difficulty set than using this function - human calculation 947 * have a difficulty set rather than using this function - human calculation
977 * is much better than this functions guesswork. 948 * is much better than this function's guesswork.
978 */ 949 */
979int 950int
980maptile::estimate_difficulty () const 951maptile::estimate_difficulty () const
981{ 952{
982 long monster_cnt = 0; 953 long monster_cnt = 0;
1027 * postive values make it darker, negative make it brighter 998 * postive values make it darker, negative make it brighter
1028 */ 999 */
1029int 1000int
1030maptile::change_map_light (int change) 1001maptile::change_map_light (int change)
1031{ 1002{
1032 int new_level = darkness + change;
1033
1034 /* Nothing to do */ 1003 /* Nothing to do */
1035 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1004 if (!change)
1036 return 0; 1005 return 0;
1037 1006
1038 /* inform all players on the map */ 1007 /* inform all players on the map */
1039 if (change > 0) 1008 if (change > 0)
1040 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1041 else 1010 else
1042 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1043 1012
1044 /* Do extra checking. since darkness is a unsigned value, 1013 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1045 * we need to be extra careful about negative values.
1046 * In general, the checks below are only needed if change
1047 * is not +/-1
1048 */
1049 if (new_level < 0)
1050 darkness = 0;
1051 else if (new_level >= MAX_DARKNESS)
1052 darkness = MAX_DARKNESS;
1053 else
1054 darkness = new_level;
1055 1014
1056 /* All clients need to get re-updated for the change */ 1015 /* All clients need to get re-updated for the change */
1057 update_all_map_los (this); 1016 update_all_map_los (this);
1058 1017
1059 return 1; 1018 return 1;
1067 */ 1026 */
1068void 1027void
1069mapspace::update_ () 1028mapspace::update_ ()
1070{ 1029{
1071 object *last = 0; 1030 object *last = 0;
1072 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1031 uint8 flags = P_UPTODATE, anywhere = 0;
1032 sint8 light = 0;
1073 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1033 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1074 1034
1075 //object *middle = 0; 1035 //object *middle = 0;
1076 //object *top = 0; 1036 //object *top = 0;
1077 //object *floor = 0; 1037 //object *floor = 0;
1080 object *&middle = faces_obj[1] = 0; 1040 object *&middle = faces_obj[1] = 0;
1081 object *&floor = faces_obj[2] = 0; 1041 object *&floor = faces_obj[2] = 0;
1082 1042
1083 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1043 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1084 { 1044 {
1085 /* This could be made additive I guess (two lights better than 1045 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1086 * one). But if so, it shouldn't be a simple additive - 2
1087 * light bulbs do not illuminate twice as far as once since
1088 * it is a dissapation factor that is cubed.
1089 */
1090 light = max (light, tmp->glow_radius); 1046 light += tmp->glow_radius;
1091 1047
1092 /* This call is needed in order to update objects the player 1048 /* This call is needed in order to update objects the player
1093 * is standing in that have animations (ie, grass, fire, etc). 1049 * is standing in that have animations (ie, grass, fire, etc).
1094 * However, it also causes the look window to be re-drawn 1050 * However, it also causes the look window to be re-drawn
1095 * 3 times each time the player moves, because many of the 1051 * 3 times each time the player moves, because many of the
1137 move_off |= tmp->move_off; 1093 move_off |= tmp->move_off;
1138 move_allow |= tmp->move_allow; 1094 move_allow |= tmp->move_allow;
1139 1095
1140 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW;
1141 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC;
1098 if (tmp->type == PLAYER) flags |= P_PLAYER;
1142 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1143 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1144 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1145 } 1102 }
1146 1103
1147 this->light = light; 1104 this->light = min (light, MAX_LIGHT_RADIUS);
1148 this->flags_ = flags; 1105 this->flags_ = flags;
1149 this->move_block = move_block & ~move_allow; 1106 this->move_block = move_block & ~move_allow;
1150 this->move_on = move_on; 1107 this->move_on = move_on;
1151 this->move_off = move_off; 1108 this->move_off = move_off;
1152 this->move_slow = move_slow; 1109 this->move_slow = move_slow;
1234 vol += op->volume (); 1191 vol += op->volume ();
1235 1192
1236 return vol; 1193 return vol;
1237} 1194}
1238 1195
1239bool 1196maptile *
1240maptile::tile_available (int dir, bool load) 1197maptile::tile_available (int dir, bool load)
1241{ 1198{
1242 if (!tile_path[dir]) 1199 if (tile_path[dir])
1243 return 0; 1200 {
1244
1245 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1246 return 1; 1202 return tile_map[dir];
1247 1203
1248 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1249 return 1; 1205 return tile_map[dir];
1206 }
1250 1207
1251 return 0; 1208 return 0;
1252} 1209}
1253 1210
1254/* this returns TRUE if the coordinates (x,y) are out of 1211/* this returns TRUE if the coordinates (x,y) are out of
1560 else 1517 else
1561 { 1518 {
1562 retval->distance_x += op2->x - x; 1519 retval->distance_x += op2->x - x;
1563 retval->distance_y += op2->y - y; 1520 retval->distance_y += op2->y - y;
1564 1521
1565 retval->part = NULL; 1522 retval->part = 0;
1566 retval->distance = idistance (retval->distance_x, retval->distance_y); 1523 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1567 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1568 } 1525 }
1569} 1526}
1570 1527
1571/* Returns true of op1 and op2 are effectively on the same map 1528/* Returns true of op1 and op2 are effectively on the same map
1633maptile::play_sound (faceidx sound, int x, int y) const 1590maptile::play_sound (faceidx sound, int x, int y) const
1634{ 1591{
1635 if (!sound) 1592 if (!sound)
1636 return; 1593 return;
1637 1594
1595 for_all_players_on_map (pl, this)
1596 if (client *ns = pl->ns)
1597 {
1598 int dx = x - pl->ob->x;
1599 int dy = y - pl->ob->y;
1600
1601 int distance = idistance (dx, dy);
1602
1603 if (distance <= MAX_SOUND_DISTANCE)
1604 ns->play_sound (sound, dx, dy);
1605 }
1606}
1607
1608void
1609maptile::say_msg (const char *msg, int x, int y) const
1610{
1638 for_all_players (pl) 1611 for_all_players (pl)
1639 if (pl->ob->map == this)
1640 if (client *ns = pl->ns) 1612 if (client *ns = pl->ns)
1641 { 1613 {
1642 int dx = x - pl->ob->x; 1614 int dx = x - pl->ob->x;
1643 int dy = y - pl->ob->y; 1615 int dy = y - pl->ob->y;
1644 1616
1645 int distance = idistance (dx, dy); 1617 int distance = idistance (dx, dy);
1646 1618
1647 if (distance <= MAX_SOUND_DISTANCE) 1619 if (distance <= MAX_SOUND_DISTANCE)
1648 ns->play_sound (sound, dx, dy); 1620 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1649 } 1621 }
1650} 1622}
1651 1623
1624static void
1625split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1626{
1627 // clip to map to the left
1628 if (x0 < 0)
1629 {
1630 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1631 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1632
1633 if (x1 < 0) // entirely to the left
1634 return;
1635
1636 x0 = 0;
1637 }
1638
1639 // clip to map to the right
1640 if (x1 > m->width)
1641 {
1642 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1643 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1644
1645 if (x0 > m->width) // entirely to the right
1646 return;
1647
1648 x1 = m->width;
1649 }
1650
1651 // clip to map above
1652 if (y0 < 0)
1653 {
1654 if (maptile *tile = m->tile_available (TILE_UP, 1))
1655 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1656
1657 if (y1 < 0) // entirely above
1658 return;
1659
1660 y0 = 0;
1661 }
1662
1663 // clip to map below
1664 if (y1 > m->height)
1665 {
1666 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1667 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1668
1669 if (y0 > m->height) // entirely below
1670 return;
1671
1672 y1 = m->height;
1673 }
1674
1675 // if we get here, the rect is within the current map
1676 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1677
1678 r->m = m;
1679 r->x0 = x0;
1680 r->y0 = y0;
1681 r->x1 = x1;
1682 r->y1 = y1;
1683 r->dx = dx;
1684 r->dy = dy;
1685}
1686
1687maprect *
1688maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1689{
1690 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1691 buf.clear ();
1692
1693 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1694
1695 // add end marker
1696 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1697 r->m = 0;
1698
1699 return (maprect *)buf.linearise ();
1700}
1701

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