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Comparing deliantra/server/common/map.C (file contents):
Revision 1.129 by root, Wed Sep 12 11:10:09 2007 UTC vs.
Revision 1.183 by root, Fri Mar 26 00:59:20 2010 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 (©) 2005,2006,2007,2008,2009,2010 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30//+GPL
31
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)
35 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
36 * 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
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 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");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 96 return 0;
101 97
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 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))
132 return 1; 131 return 1;
133 else 132 }
134 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;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 152 && tmp->head_ () != ob
160 && tmp != ob 153 && tmp != ob
161 && tmp->type != DOOR 154 && tmp->type != DOOR)
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1; 155 return 1;
164 } 156 }
165
166 } 157 }
158
167 return 0; 159 return 0;
168} 160}
169 161
170/* 162/*
171 * 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
223 } 215 }
224 216
225 return 0; 217 return 0;
226} 218}
227 219
228/* When the map is loaded, load_object does not actually insert objects 220//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 /* sum_weight will go through and calculate what all the containers are
251 * carrying.
252 */
253 sum_weight (container);
254}
255 221
256void 222void
257maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
258{ 224{
259 if (!spaces) 225 if (!spaces)
261 227
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 228 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 229 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 230 tmp->flag [flag] = value;
265} 231}
232
233void
234maptile::post_load_original ()
235{
236 if (!spaces)
237 return;
238
239 set_object_flag (FLAG_OBJ_ORIGINAL);
240
241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
243 INVOKE_OBJECT (RESET, tmp);
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
266 260
267/* 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
268 * 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
269 * 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
270 * they are saved). 264 * they are saved).
298 op = op->above; 292 op = op->above;
299 } 293 }
300 } 294 }
301} 295}
302 296
297//-GPL
298
303/* 299/*
304 * 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
305 * file pointer. 301 * file pointer.
306 */ 302 */
307bool 303bool
308maptile::_load_objects (object_thawer &f) 304maptile::_load_objects (object_thawer &f)
309{ 305{
310 for (;;) 306 for (;;)
311 { 307 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 308 coroapi::cede_to_tick (); // cede once in a while
313 309
314 switch (f.kw) 310 switch (f.kw)
315 { 311 {
316 case KW_arch: 312 case KW_arch:
317 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
318 { 314 {
315 // TODO: why?
319 if (op->inv) 316 if (op->inv)
320 sum_weight (op); 317 op->update_weight ();
321 318
322 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 {
321 // we insert manually because
322 // a) its way faster
323 // b) we remove manually, too, and there are good reasons for that
324 // c) it's correct
325 mapspace &ms = at (op->x, op->y);
326
327 op->flag [FLAG_REMOVED] = false;
328
329 op->above = 0;
330 op->below = ms.top;
331
332 *(ms.top ? &ms.top->above : &ms.bot) = op;
333
334 ms.top = op;
335 ms.flags_ = 0;
336 }
337 else
338 {
339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
340 op->destroy ();
341 }
323 } 342 }
324 343
325 continue; 344 continue;
326 345
327 case KW_EOF: 346 case KW_EOF:
413 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
414 */ 433 */
415 width = 16; 434 width = 16;
416 height = 16; 435 height = 16;
417 timeout = 300; 436 timeout = 300;
418 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
419 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
420} 439}
421 440
422maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
423{ 442{
444 if (spaces) 463 if (spaces)
445 return; 464 return;
446 465
447 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
448} 467}
468
469//+GPL
449 470
450/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
451 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
452 * at a later date. 473 * at a later date.
453 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
530 return items; 551 return items;
531} 552}
532 553
533/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
534 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
535static void 556static const char *
536print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
537{ 558{
538 int i; 559 static dynbuf_text buf; buf.clear ();
539 char tmp[MAX_BUF];
540 560
541 strcpy (output_string, "");
542 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
543 { 562 {
544 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
545 { 564 {
546 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
547 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
548 else 567 else
549 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
550 } 569 }
551 else 570 else
552 { 571 {
553 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
554 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
555 else 574 else
556 sprintf (tmp, "*"); 575 buf.printf ("*");
557 } 576 }
558
559 strcat (output_string, tmp);
560 } 577 }
578
579 return buf;
561} 580}
581
582//-GPL
562 583
563/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
564 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
565 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
566 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
607 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
608 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
609 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
610 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
611 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
612 case KW_temp: thawer.get (temp); break;
613 case KW_pressure: thawer.get (pressure); break;
614 case KW_humid: thawer.get (humid); break;
615 case KW_windspeed: thawer.get (windspeed); break;
616 case KW_winddir: thawer.get (winddir); break;
617 case KW_sky: thawer.get (sky); break;
618 633
619 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
621 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break;
622 638
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 639 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 641
626 // old names new names 642 // old names new names
657 } 673 }
658 674
659 abort (); 675 abort ();
660} 676}
661 677
678//+GPL
679
662/****************************************************************************** 680/******************************************************************************
663 * This is the start of unique map handling code 681 * This is the start of unique map handling code
664 *****************************************************************************/ 682 *****************************************************************************/
665 683
666/* This goes through the maptile and removed any unique items on the map. */ 684/* This goes through the maptile and removed any unique items on the map. */
676 694
677 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
678 unique = 1; 696 unique = 1;
679 697
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 {
682 op->destroy_inv (false);
683 op->destroy (); 699 op->destroy ();
684 }
685 700
686 op = above; 701 op = above;
687 } 702 }
688 } 703 }
689} 704}
690 705
706//-GPL
707
691bool 708bool
692maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
693{ 710{
694#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
695#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
696 713
697 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
698 715
699 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
700 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 721 MAP_OUT (no_reset);
722 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
706
707 if (default_region) MAP_OUT2 (region, default_region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
708 725
709 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
710 {
711 char shop[MAX_BUF];
712 print_shop_string (this, shop);
713 MAP_OUT2 (shopitems, shop);
714 }
715
716 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
717 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
718 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
719 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
720 MAP_OUT (darkness); 731
721 MAP_OUT (width); 732 MAP_OUT (width);
722 MAP_OUT (height); 733 MAP_OUT (height);
723 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
724 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
725 736 MAP_OUT (darkness);
726 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
727 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
728
729 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
730 MAP_OUT (temp); 738
731 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
732 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
733 MAP_OUT (windspeed);
734 MAP_OUT (winddir);
735 MAP_OUT (sky);
736 741
737 MAP_OUT (per_player); 742 MAP_OUT (per_player);
738 MAP_OUT (per_party); 743 MAP_OUT (per_party);
739 744
740 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
741 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
742 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
743 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
744 749
745 freezer.put (this); 750 freezer.put (this);
746 freezer.put (KW_end); 751 freezer.put (KW(end));
747 752
748 return true; 753 return true;
749} 754}
750 755
751bool 756bool
756 if (!_save_header (freezer)) 761 if (!_save_header (freezer))
757 return false; 762 return false;
758 763
759 return freezer.save (path); 764 return freezer.save (path);
760} 765}
766
767//+GPL
761 768
762/* 769/*
763 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
764 */ 771 */
765void 772void
776 783
777 op->flag [FLAG_REMOVED] = true; 784 op->flag [FLAG_REMOVED] = true;
778 785
779 object *head = op->head_ (); 786 object *head = op->head_ ();
780 if (op == head) 787 if (op == head)
781 {
782 op->destroy_inv (false);
783 op->destroy (); 788 op->destroy ();
784 }
785 else if (head->map != op->map) 789 else if (head->map != op->map)
786 { 790 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy (); 792 head->destroy ();
789 } 793 }
790 } 794 }
791 795
792 sfree (spaces, size ()), spaces = 0; 796 sfree0 (spaces, size ());
793 } 797 }
794 798
795 if (buttons) 799 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 800 free_objectlinkpt (buttons), buttons = 0;
797 801
798 sfree (regions, size ()); regions = 0; 802 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 803 delete [] regionmap; regionmap = 0;
800} 804}
801 805
802void 806void
803maptile::clear_header () 807maptile::clear_header ()
837 841
838 clear (); 842 clear ();
839} 843}
840 844
841/* decay and destroy perishable items in a map */ 845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
842void 847void
843maptile::do_decay_objects () 848maptile::do_decay_objects ()
844{ 849{
845 if (!spaces) 850 if (!spaces)
846 return; 851 return;
848 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
849 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
850 { 855 {
851 above = op->above; 856 above = op->above;
852 857
853 bool destroy = 0;
854
855 // do not decay anything above unique floor tiles (yet :) 858 // do not decay anything above unique floor tiles (yet :)
856 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 859 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
857 break; 860 break;
861
862 bool destroy = 0;
858 863
859 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 864 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
860 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 865 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
861 || QUERY_FLAG (op, FLAG_UNIQUE) 866 || QUERY_FLAG (op, FLAG_UNIQUE)
862 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 867 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
893 || mat & M_LIQUID 898 || mat & M_LIQUID
894 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
895 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
896 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
897 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
898 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
899 destroy = 1; 905 destroy = 1;
900 } 906 }
901 907
902 /* adjust overall chance below */ 908 /* adjust overall chance below */
903 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
904 op->destroy (); 910 op->destroy ();
905 }
906}
907
908/*
909 * Updates every button on the map (by calling update_button() for them).
910 */
911void
912maptile::update_buttons ()
913{
914 for (oblinkpt *obp = buttons; obp; obp = obp->next)
915 for (objectlink *ol = obp->link; ol; ol = ol->next)
916 {
917 if (!ol->ob)
918 {
919 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
920 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
921 continue;
922 }
923
924 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
925 {
926 update_button (ol->ob);
927 break;
928 }
929 } 911 }
930} 912}
931 913
932/* 914/*
933 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
934 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
935 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
936 * 918 *
937 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
938 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
939 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
940 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
941 */ 923 */
942int 924int
943maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
944{ 926{
945 long monster_cnt = 0; 927 long monster_cnt = 0;
957 939
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (QUERY_FLAG (op, FLAG_GENERATOR))
959 { 941 {
960 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
961 943
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 944 if (archetype *at = op->other_arch)
945 {
963 total_exp += at->stats.exp * 8; 946 total_exp += at->stats.exp * 8;
964
965 monster_cnt++; 947 monster_cnt++;
948 }
949
950 for (object *inv = op->inv; inv; inv = inv->below)
951 {
952 total_exp += op->stats.exp * 8;
953 monster_cnt++;
954 }
966 } 955 }
967 } 956 }
968 957
969 avgexp = (double) total_exp / monster_cnt; 958 avgexp = (double) total_exp / monster_cnt;
970 959
983 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
984 */ 973 */
985int 974int
986maptile::change_map_light (int change) 975maptile::change_map_light (int change)
987{ 976{
988 int new_level = darkness + change;
989
990 /* Nothing to do */ 977 /* Nothing to do */
991 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
992 return 0; 979 return 0;
993 980
994 /* inform all players on the map */ 981 /* inform all players on the map */
995 if (change > 0) 982 if (change > 0)
996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 else 984 else
998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 986
1000 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1001 * we need to be extra careful about negative values.
1002 * In general, the checks below are only needed if change
1003 * is not +/-1
1004 */
1005 if (new_level < 0)
1006 darkness = 0;
1007 else if (new_level >= MAX_DARKNESS)
1008 darkness = MAX_DARKNESS;
1009 else
1010 darkness = new_level;
1011 988
1012 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 990 update_all_map_los (this);
991
1014 return 1; 992 return 1;
1015} 993}
1016 994
1017/* 995/*
1018 * This function updates various attributes about a specific space 996 * This function updates various attributes about a specific space
1021 * through, etc) 999 * through, etc)
1022 */ 1000 */
1023void 1001void
1024mapspace::update_ () 1002mapspace::update_ ()
1025{ 1003{
1026 object *tmp, *last = 0; 1004 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1028 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1029 1012
1030 //object *middle = 0; 1013 //object *middle = 0;
1031 //object *top = 0; 1014 //object *top = 0;
1032 //object *floor = 0; 1015 //object *floor = 0;
1033 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1037 1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1024 {
1040 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1041 * one). But if so, it shouldn't be a simple additive - 2
1042 * light bulbs do not illuminate twice as far as once since
1043 * it is a dissapation factor that is cubed.
1044 */
1045 if (tmp->glow_radius > light)
1046 light = tmp->glow_radius; 1026 light += tmp->glow_radius;
1047 1027
1048 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1052 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1053 * 1033 *
1054 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1055 */ 1035 */
1056 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1057 { 1037 {
1058 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1059 top = tmp; 1039 top = tmp;
1060 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1061 { 1041 {
1062 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1063 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1064 */ 1044 */
1065 middle = 0; 1045 middle = 0;
1066 top = 0; 1046 top = 0;
1067 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1068 } 1050 }
1069 /* Flag anywhere have high priority */ 1051 else
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1072 middle = tmp; 1070 middle = tmp;
1073 anywhere = 1; 1071 }
1074 } 1072 }
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1073 }
1088 1074
1089 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1094 1080
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1085 }
1102 1086
1103 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1098 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1100 this->move_on = move_on;
1107 this->move_off = move_off; 1101 this->move_off = move_off;
1108 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 1105
1110 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1112 * this point. 1108 * this point.
1113 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1128 * 1) top face is set, need middle to be set. 1124 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1125 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1126 * 3) neither middle or top is set - need to set both.
1131 */ 1127 */
1132 1128
1133 for (tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1130 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break; 1133 break;
1138 1134
1179 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1181#endif 1177#endif
1182} 1178}
1183 1179
1184uint64 1180maptile *
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195bool
1196maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1197{ 1182{
1198 if (!tile_path[dir]) 1183 if (tile_path[dir])
1199 return 0; 1184 {
1200
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return 1; 1186 return tile_map[dir];
1203 1187
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1189 return tile_map[dir];
1190 }
1206 1191
1207 return 0; 1192 return 0;
1208} 1193}
1209 1194
1210/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1516 else 1501 else
1517 { 1502 {
1518 retval->distance_x += op2->x - x; 1503 retval->distance_x += op2->x - x;
1519 retval->distance_y += op2->y - y; 1504 retval->distance_y += op2->y - y;
1520 1505
1521 retval->part = NULL; 1506 retval->part = 0;
1522 retval->distance = idistance (retval->distance_x, retval->distance_y); 1507 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1508 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1524 } 1509 }
1525} 1510}
1526 1511
1527/* Returns true of op1 and op2 are effectively on the same map 1512/* Returns true of op1 and op2 are effectively on the same map
1538 int dx, dy; 1523 int dx, dy;
1539 1524
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1526}
1542 1527
1528//-GPL
1529
1543object * 1530object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1532{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1550} 1534}
1551 1535
1552region * 1536region *
1553maptile::region (int x, int y) const 1537maptile::region (int x, int y) const
1562 return default_region; 1546 return default_region;
1563 1547
1564 return ::region::default_region (); 1548 return ::region::default_region ();
1565} 1549}
1566 1550
1551//+GPL
1552
1567/* picks a random object from a style map. 1553/* picks a random object from a style map.
1568 * Redone by MSW so it should be faster and not use static
1569 * variables to generate tables.
1570 */ 1554 */
1571object * 1555object *
1572maptile::pick_random_object () const 1556maptile::pick_random_object (rand_gen &gen) const
1573{ 1557{
1574 /* while returning a null object will result in a crash, that 1558 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1559 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1560 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1561 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1562 * any difference, but this seems clearer to me.
1579 */ 1563 */
1580 for (int i = 1000; --i;) 1564 for (int i = 1000; --i;)
1581 { 1565 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1566 object *pick = at (gen (width), gen (height)).bot;
1583 1567
1584 // do not prefer big monsters just because they are big. 1568 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1569 if (pick && pick->is_head ())
1586 return pick->head_ (); 1570 return pick->head_ ();
1587 } 1571 }
1588 1572
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1574 return archetype::find (shstr_bug);
1591} 1575}
1576
1577//-GPL
1592 1578
1593void 1579void
1594maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1581{
1596 if (!sound) 1582 if (!sound)
1597 return; 1583 return;
1598 1584
1585 for_all_players_on_map (pl, this)
1586 if (client *ns = pl->ns)
1587 {
1588 int dx = x - pl->ob->x;
1589 int dy = y - pl->ob->y;
1590
1591 int distance = idistance (dx, dy);
1592
1593 if (distance <= MAX_SOUND_DISTANCE)
1594 ns->play_sound (sound, dx, dy);
1595 }
1596}
1597
1598void
1599maptile::say_msg (const char *msg, int x, int y) const
1600{
1599 for_all_players (pl) 1601 for_all_players (pl)
1600 if (pl->observe->map == this)
1601 if (client *ns = pl->ns) 1602 if (client *ns = pl->ns)
1602 { 1603 {
1603 int dx = x - pl->observe->x; 1604 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1605 int dy = y - pl->ob->y;
1605 1606
1606 int distance = idistance (dx, dy); 1607 int distance = idistance (dx, dy);
1607 1608
1608 if (distance <= MAX_SOUND_DISTANCE) 1609 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1610 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 } 1611 }
1611} 1612}
1612 1613
1614dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1615
1616static void
1617split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1618{
1619 // clip to map to the left
1620 if (x0 < 0)
1621 {
1622 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1623 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1624
1625 if (x1 < 0) // entirely to the left
1626 return;
1627
1628 x0 = 0;
1629 }
1630
1631 // clip to map to the right
1632 if (x1 > m->width)
1633 {
1634 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1635 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1636
1637 if (x0 > m->width) // entirely to the right
1638 return;
1639
1640 x1 = m->width;
1641 }
1642
1643 // clip to map above
1644 if (y0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_UP, 1))
1647 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1648
1649 if (y1 < 0) // entirely above
1650 return;
1651
1652 y0 = 0;
1653 }
1654
1655 // clip to map below
1656 if (y1 > m->height)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1659 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1660
1661 if (y0 > m->height) // entirely below
1662 return;
1663
1664 y1 = m->height;
1665 }
1666
1667 // if we get here, the rect is within the current map
1668 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1669
1670 r->m = m;
1671 r->x0 = x0;
1672 r->y0 = y0;
1673 r->x1 = x1;
1674 r->y1 = y1;
1675 r->dx = dx;
1676 r->dy = dy;
1677}
1678
1679maprect *
1680maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1681{
1682 buf.clear ();
1683
1684 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1685
1686 // add end marker
1687 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1688 r->m = 0;
1689
1690 return (maprect *)buf.linearise ();
1691}
1692

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