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Comparing deliantra/server/common/map.C (file contents):
Revision 1.131 by root, Thu Oct 4 11:48:06 2007 UTC vs.
Revision 1.179 by root, Fri Dec 18 21:25:27 2009 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 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 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" 28#include "loader.h"
30
31#include "path.h" 29#include "path.h"
30
31//+GPL
32
33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 38 * new values into newmap, nx, and ny. Any and all of those
71 * by the caller. 73 * by the caller.
72 */ 74 */
73int 75int
74blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 77{
76 object *tmp;
77 int mflags, blocked;
78
79 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
80 * have already checked this. 79 * have already checked this.
81 */ 80 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 82 {
84 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
85 return 1; 84 return 1;
86 } 85 }
87 86
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 88
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
94 91
95 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 94 * things we need to do for players.
98 */ 95 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 97 return 0;
101 98
102 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* 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 100 * 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 101 * 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 102 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
114 /* We basically go through the stack of objects, and if there is 111 /* 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 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
116 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
118 */ 115 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 117 {
121 118 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 { 119 {
125 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
127 * pass through this space. 122 return 1;
128 */ 123 else
129 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
130 { 127 {
131 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
132 return 1; 132 return 1;
133 else 133 }
134 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
135 } 143 }
136 else 144 else
137 { 145 return 1; // unconditional block
138 /* In this case, the player must not have the object - 146
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 147 } else {
148 { 148 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 150 // 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;
157 151
158 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 153 && tmp->head_ () != ob
160 && tmp != ob 154 && tmp != ob
161 && tmp->type != DOOR 155 && tmp->type != DOOR)
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1; 156 return 1;
164 } 157 }
165
166 } 158 }
159
167 return 0; 160 return 0;
168} 161}
169 162
170/* 163/*
171 * Returns qthe blocking object if the given object can't fit in the given 164 * Returns qthe blocking object if the given object can't fit in the given
223 } 216 }
224 217
225 return 0; 218 return 0;
226} 219}
227 220
228/* When the map is loaded, load_object does not actually insert objects 221//-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}
255 222
256void 223void
257maptile::set_object_flag (int flag, int value) 224maptile::set_object_flag (int flag, int value)
258{ 225{
259 if (!spaces) 226 if (!spaces)
261 228
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 229 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 230 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 231 tmp->flag [flag] = value;
265} 232}
233
234void
235maptile::post_load_original ()
236{
237 if (!spaces)
238 return;
239
240 set_object_flag (FLAG_OBJ_ORIGINAL);
241
242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
244 INVOKE_OBJECT (RESET, tmp);
245}
246
247void
248maptile::post_load ()
249{
250#if 0
251 if (!spaces)
252 return;
253
254 for (mapspace *ms = spaces + size (); ms-- > spaces; )
255 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256 ; // nop
257#endif
258}
259
260//+GPL
266 261
267/* link_multipart_objects go through all the objects on the map looking 262/* 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 263 * 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 264 * info we have, they only have the head (as would be expected when
270 * they are saved). 265 * they are saved).
298 op = op->above; 293 op = op->above;
299 } 294 }
300 } 295 }
301} 296}
302 297
298//-GPL
299
303/* 300/*
304 * Loads (ands parses) the objects into a given map from the specified 301 * Loads (ands parses) the objects into a given map from the specified
305 * file pointer. 302 * file pointer.
306 */ 303 */
307bool 304bool
308maptile::_load_objects (object_thawer &f) 305maptile::_load_objects (object_thawer &f)
309{ 306{
310 for (;;) 307 for (;;)
311 { 308 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 309 coroapi::cede_to_tick (); // cede once in a while
313 310
314 switch (f.kw) 311 switch (f.kw)
315 { 312 {
316 case KW_arch: 313 case KW_arch:
317 if (object *op = object::read (f, this)) 314 if (object *op = object::read (f, this))
318 { 315 {
316 // TODO: why?
319 if (op->inv) 317 if (op->inv)
320 sum_weight (op); 318 op->update_weight ();
321 319
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 320 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 321 {
324 // we insert manually because 322 // we insert manually because
325 // a) its way faster 323 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that 324 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct 325 // c) it's correct
328 mapspace &ms = at (op->x, op->y); 326 mapspace &ms = at (op->x, op->y);
329 327
330 op->flag [FLAG_REMOVED] = false; 328 op->flag [FLAG_REMOVED] = false;
331 329
332 op->above = 0; 330 op->above = 0;
333 op->below = ms.top; 331 op->below = ms.top;
334 332
335 if (ms.top)
336 ms.top->above = op; 333 *(ms.top ? &ms.top->above : &ms.bot) = op;
337 else
338 ms.bot = op;
339 334
340 ms.top = op; 335 ms.top = op;
341 ms.flags_ = 0; 336 ms.flags_ = 0;
342 } 337 }
343 else 338 else
438 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
439 */ 434 */
440 width = 16; 435 width = 16;
441 height = 16; 436 height = 16;
442 timeout = 300; 437 timeout = 300;
443 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
444 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
445} 440}
446 441
447maptile::maptile (int w, int h) 442maptile::maptile (int w, int h)
448{ 443{
469 if (spaces) 464 if (spaces)
470 return; 465 return;
471 466
472 spaces = salloc0<mapspace> (size ()); 467 spaces = salloc0<mapspace> (size ());
473} 468}
469
470//+GPL
474 471
475/* Takes a string from a map definition and outputs a pointer to the array of shopitems 472/* Takes a string from a map definition and outputs a pointer to the array of shopitems
476 * corresponding to that string. Memory is allocated for this, it must be freed 473 * corresponding to that string. Memory is allocated for this, it must be freed
477 * at a later date. 474 * at a later date.
478 * Called by parse_map_headers below. 475 * Called by parse_map_headers below.
555 return items; 552 return items;
556} 553}
557 554
558/* opposite of parse string, this puts the string that was originally fed in to 555/* opposite of parse string, this puts the string that was originally fed in to
559 * the map (or something equivilent) into output_string. */ 556 * the map (or something equivilent) into output_string. */
560static void 557static const char *
561print_shop_string (maptile *m, char *output_string) 558print_shop_string (maptile *m)
562{ 559{
563 int i; 560 static dynbuf_text buf; buf.clear ();
564 char tmp[MAX_BUF];
565 561
566 strcpy (output_string, "");
567 for (i = 0; i < m->shopitems[0].index; i++) 562 for (int i = 0; i < m->shopitems[0].index; i++)
568 { 563 {
569 if (m->shopitems[i].typenum) 564 if (m->shopitems[i].typenum)
570 { 565 {
571 if (m->shopitems[i].strength) 566 if (m->shopitems[i].strength)
572 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 567 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
573 else 568 else
574 sprintf (tmp, "%s;", m->shopitems[i].name); 569 buf.printf ("%s;", m->shopitems[i].name);
575 } 570 }
576 else 571 else
577 { 572 {
578 if (m->shopitems[i].strength) 573 if (m->shopitems[i].strength)
579 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 574 buf.printf ("*:%d;", m->shopitems[i].strength);
580 else 575 else
581 sprintf (tmp, "*"); 576 buf.printf ("*");
582 } 577 }
583
584 strcat (output_string, tmp);
585 } 578 }
579
580 return buf;
586} 581}
582
583//-GPL
587 584
588/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
589 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
590 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
591 * addition of tiling, fields beyond that easily named in an 588 * addition of tiling, fields beyond that easily named in an
632 case KW_shopgreed: thawer.get (shopgreed); break; 629 case KW_shopgreed: thawer.get (shopgreed); break;
633 case KW_shopmin: thawer.get (shopmin); break; 630 case KW_shopmin: thawer.get (shopmin); break;
634 case KW_shopmax: thawer.get (shopmax); break; 631 case KW_shopmax: thawer.get (shopmax); break;
635 case KW_shoprace: thawer.get (shoprace); break; 632 case KW_shoprace: thawer.get (shoprace); break;
636 case KW_outdoor: thawer.get (outdoor); break; 633 case KW_outdoor: thawer.get (outdoor); break;
637 case KW_temp: thawer.get (temp); break;
638 case KW_pressure: thawer.get (pressure); break;
639 case KW_humid: thawer.get (humid); break;
640 case KW_windspeed: thawer.get (windspeed); break;
641 case KW_winddir: thawer.get (winddir); break;
642 case KW_sky: thawer.get (sky); break;
643 634
644 case KW_per_player: thawer.get (per_player); break; 635 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 636 case KW_per_party: thawer.get (per_party); break;
646 case KW_no_reset: thawer.get (no_reset); break; 637 case KW_no_reset: thawer.get (no_reset); break;
638 case KW_no_drop: thawer.get (no_drop); break;
647 639
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 640 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 641 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 642
651 // old names new names 643 // old names new names
682 } 674 }
683 675
684 abort (); 676 abort ();
685} 677}
686 678
679//+GPL
680
687/****************************************************************************** 681/******************************************************************************
688 * This is the start of unique map handling code 682 * This is the start of unique map handling code
689 *****************************************************************************/ 683 *****************************************************************************/
690 684
691/* This goes through the maptile and removed any unique items on the map. */ 685/* This goes through the maptile and removed any unique items on the map. */
701 695
702 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 696 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
703 unique = 1; 697 unique = 1;
704 698
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 699 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 700 op->destroy ();
709 }
710 701
711 op = above; 702 op = above;
712 } 703 }
713 } 704 }
714} 705}
715 706
707//-GPL
708
716bool 709bool
717maptile::_save_header (object_freezer &freezer) 710maptile::_save_header (object_freezer &freezer)
718{ 711{
719#define MAP_OUT(k) freezer.put (KW_ ## k, k) 712#define MAP_OUT(k) freezer.put (KW(k), k)
720#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 713#define MAP_OUT2(k,v) freezer.put (KW(k), v)
721 714
722 MAP_OUT2 (arch, "map"); 715 MAP_OUT2 (arch, CS(map));
723 716
724 if (name) MAP_OUT (name); 717 if (name) MAP_OUT (name);
725 MAP_OUT (swap_time); 718 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 719 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 720 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 721 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 722 MAP_OUT (no_reset);
723 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 724 MAP_OUT (difficulty);
731
732 if (default_region) MAP_OUT2 (region, default_region->name); 725 if (default_region) MAP_OUT2 (region, default_region->name);
733 726
734 if (shopitems) 727 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
735 {
736 char shop[MAX_BUF];
737 print_shop_string (this, shop);
738 MAP_OUT2 (shopitems, shop);
739 }
740
741 MAP_OUT (shopgreed); 728 MAP_OUT (shopgreed);
742 MAP_OUT (shopmin); 729 MAP_OUT (shopmin);
743 MAP_OUT (shopmax); 730 MAP_OUT (shopmax);
744 if (shoprace) MAP_OUT (shoprace); 731 if (shoprace) MAP_OUT (shoprace);
745 MAP_OUT (darkness); 732
746 MAP_OUT (width); 733 MAP_OUT (width);
747 MAP_OUT (height); 734 MAP_OUT (height);
748 MAP_OUT (enter_x); 735 MAP_OUT (enter_x);
749 MAP_OUT (enter_y); 736 MAP_OUT (enter_y);
750 737 MAP_OUT (darkness);
751 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
752 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
753
754 MAP_OUT (outdoor); 738 MAP_OUT (outdoor);
755 MAP_OUT (temp); 739
756 MAP_OUT (pressure); 740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
757 MAP_OUT (humid); 741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
758 MAP_OUT (windspeed);
759 MAP_OUT (winddir);
760 MAP_OUT (sky);
761 742
762 MAP_OUT (per_player); 743 MAP_OUT (per_player);
763 MAP_OUT (per_party); 744 MAP_OUT (per_party);
764 745
765 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 746 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
766 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 747 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
767 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 748 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
768 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 749 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
769 750
770 freezer.put (this); 751 freezer.put (this);
771 freezer.put (KW_end); 752 freezer.put (KW(end));
772 753
773 return true; 754 return true;
774} 755}
775 756
776bool 757bool
781 if (!_save_header (freezer)) 762 if (!_save_header (freezer))
782 return false; 763 return false;
783 764
784 return freezer.save (path); 765 return freezer.save (path);
785} 766}
767
768//+GPL
786 769
787/* 770/*
788 * Remove and free all objects in the given map. 771 * Remove and free all objects in the given map.
789 */ 772 */
790void 773void
801 784
802 op->flag [FLAG_REMOVED] = true; 785 op->flag [FLAG_REMOVED] = true;
803 786
804 object *head = op->head_ (); 787 object *head = op->head_ ();
805 if (op == head) 788 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 789 op->destroy ();
809 }
810 else if (head->map != op->map) 790 else if (head->map != op->map)
811 { 791 {
812 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 792 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
813 head->destroy (); 793 head->destroy ();
814 } 794 }
815 } 795 }
816 796
817 sfree (spaces, size ()), spaces = 0; 797 sfree0 (spaces, size ());
818 } 798 }
819 799
820 if (buttons) 800 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 801 free_objectlinkpt (buttons), buttons = 0;
822 802
823 sfree (regions, size ()); regions = 0; 803 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 804 delete [] regionmap; regionmap = 0;
825} 805}
826 806
827void 807void
828maptile::clear_header () 808maptile::clear_header ()
862 842
863 clear (); 843 clear ();
864} 844}
865 845
866/* decay and destroy perishable items in a map */ 846/* decay and destroy perishable items in a map */
847// TODO: should be done regularly, not on map load?
867void 848void
868maptile::do_decay_objects () 849maptile::do_decay_objects ()
869{ 850{
870 if (!spaces) 851 if (!spaces)
871 return; 852 return;
918 || mat & M_LIQUID 899 || mat & M_LIQUID
919 || (mat & M_IRON && rndm (1, 5) == 1) 900 || (mat & M_IRON && rndm (1, 5) == 1)
920 || (mat & M_GLASS && rndm (1, 2) == 1) 901 || (mat & M_GLASS && rndm (1, 2) == 1)
921 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
922 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
923 || (mat & M_ICE && temp > 32)) 904 //|| (mat & M_ICE && temp > 32)
905 )
924 destroy = 1; 906 destroy = 1;
925 } 907 }
926 908
927 /* adjust overall chance below */ 909 /* adjust overall chance below */
928 if (destroy && rndm (0, 1)) 910 if (destroy && rndm (0, 1))
929 op->destroy (); 911 op->destroy ();
930 }
931}
932
933/*
934 * Updates every button on the map (by calling update_button() for them).
935 */
936void
937maptile::update_buttons ()
938{
939 for (oblinkpt *obp = buttons; obp; obp = obp->next)
940 for (objectlink *ol = obp->link; ol; ol = ol->next)
941 {
942 if (!ol->ob)
943 {
944 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
945 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
946 continue;
947 }
948
949 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
950 {
951 update_button (ol->ob);
952 break;
953 }
954 } 912 }
955} 913}
956 914
957/* 915/*
958 * This routine is supposed to find out the difficulty of the map. 916 * This routine is supposed to find out the difficulty of the map.
959 * difficulty does not have a lot to do with character level, 917 * difficulty does not have a lot to do with character level,
960 * but does have a lot to do with treasure on the map. 918 * but does have a lot to do with treasure on the map.
961 * 919 *
962 * Difficulty can now be set by the map creature. If the value stored 920 * 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 921 * in the map is zero, then use this routine. Maps should really
964 * have a difficulty set than using this function - human calculation 922 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 923 * is much better than this function's guesswork.
966 */ 924 */
967int 925int
968maptile::estimate_difficulty () const 926maptile::estimate_difficulty () const
969{ 927{
970 long monster_cnt = 0; 928 long monster_cnt = 0;
982 940
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 941 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 942 {
985 total_exp += op->stats.exp; 943 total_exp += op->stats.exp;
986 944
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 945 if (archetype *at = op->other_arch)
946 {
988 total_exp += at->stats.exp * 8; 947 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 948 monster_cnt++;
949 }
950
951 for (object *inv = op->inv; inv; inv = inv->below)
952 {
953 total_exp += op->stats.exp * 8;
954 monster_cnt++;
955 }
991 } 956 }
992 } 957 }
993 958
994 avgexp = (double) total_exp / monster_cnt; 959 avgexp = (double) total_exp / monster_cnt;
995 960
1008 * postive values make it darker, negative make it brighter 973 * postive values make it darker, negative make it brighter
1009 */ 974 */
1010int 975int
1011maptile::change_map_light (int change) 976maptile::change_map_light (int change)
1012{ 977{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 978 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 979 if (!change)
1017 return 0; 980 return 0;
1018 981
1019 /* inform all players on the map */ 982 /* inform all players on the map */
1020 if (change > 0) 983 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 984 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 985 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 986 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 987
1025 /* Do extra checking. since darkness is a unsigned value, 988 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 989
1037 /* All clients need to get re-updated for the change */ 990 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 991 update_all_map_los (this);
992
1039 return 1; 993 return 1;
1040} 994}
1041 995
1042/* 996/*
1043 * This function updates various attributes about a specific space 997 * This function updates various attributes about a specific space
1046 * through, etc) 1000 * through, etc)
1047 */ 1001 */
1048void 1002void
1049mapspace::update_ () 1003mapspace::update_ ()
1050{ 1004{
1051 object *tmp, *last = 0; 1005 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1006 uint8 flags = P_UPTODATE;
1007 sint8 light = 0;
1053 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1008 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1009 uint64_t volume = 0;
1010 uint32_t items = 0;
1011 object *anywhere = 0;
1012 uint8_t middle_visibility = 0;
1054 1013
1055 //object *middle = 0; 1014 //object *middle = 0;
1056 //object *top = 0; 1015 //object *top = 0;
1057 //object *floor = 0; 1016 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1017 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1018 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1019 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1020 object *&floor = faces_obj[2] = 0;
1062 1021
1022 object::flags_t allflags; // all flags of all objects or'ed together
1023
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1025 {
1065 /* This could be made additive I guess (two lights better than 1026 // 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; 1027 light += tmp->glow_radius;
1072 1028
1073 /* This call is needed in order to update objects the player 1029 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1030 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1031 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1032 * 3 times each time the player moves, because many of the
1077 * functions the move_player calls eventualy call this. 1033 * functions the move_player calls eventualy call this.
1078 * 1034 *
1079 * Always put the player down for drawing. 1035 * Always put the player down for drawing.
1080 */ 1036 */
1081 if (!tmp->invisible) 1037 if (expect_true (!tmp->invisible))
1082 { 1038 {
1083 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1084 top = tmp; 1040 top = tmp;
1085 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1086 { 1042 {
1087 /* If we got a floor, that means middle and top were below it, 1043 /* If we got a floor, that means middle and top were below it,
1088 * so should not be visible, so we clear them. 1044 * so should not be visible, so we clear them.
1089 */ 1045 */
1090 middle = 0; 1046 middle = 0;
1091 top = 0; 1047 top = 0;
1092 floor = tmp; 1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1093 } 1051 }
1094 /* Flag anywhere have high priority */ 1052 else
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1053 {
1054 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 {
1056 ++items;
1057 volume += tmp->volume ();
1058 }
1059
1060 /* Flag anywhere have high priority */
1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1062 anywhere = tmp;
1063
1064 /* Find the highest visible face around. If equal
1065 * visibilities, we still want the one nearer to the
1066 * top
1067 */
1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1069 {
1070 middle_visibility = ::faces [tmp->face].visibility;
1097 middle = tmp; 1071 middle = tmp;
1098 anywhere = 1; 1072 }
1099 } 1073 }
1100 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the
1102 * top
1103 */
1104 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1105 middle = tmp;
1106 }
1107
1108 if (tmp == tmp->above)
1109 {
1110 LOG (llevError, "Error in structure of map\n");
1111 exit (-1);
1112 } 1074 }
1113 1075
1114 move_slow |= tmp->move_slow; 1076 move_slow |= tmp->move_slow;
1115 move_block |= tmp->move_block; 1077 move_block |= tmp->move_block;
1116 move_on |= tmp->move_on; 1078 move_on |= tmp->move_on;
1117 move_off |= tmp->move_off; 1079 move_off |= tmp->move_off;
1118 move_allow |= tmp->move_allow; 1080 move_allow |= tmp->move_allow;
1119 1081
1120 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1082 allflags |= tmp->flag;
1121 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1083
1122 if (tmp->type == PLAYER) flags |= P_PLAYER; 1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1085 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_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1086 }
1127 1087
1128 this->light = light; 1088 // FLAG_SEE_ANYWHERE takes precedence
1089 if (anywhere)
1090 middle = anywhere;
1091
1092 // ORing all flags together and checking them here is much faster
1093 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1097
1098 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1099 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1101 this->move_on = move_on;
1132 this->move_off = move_off; 1102 this->move_off = move_off;
1133 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1104 this->volume_ = (volume + 1023) / 1024;
1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1134 1106
1135 /* At this point, we have a floor face (if there is a floor), 1107 /* At this point, we have a floor face (if there is a floor),
1136 * and the floor is set - we are not going to touch it at 1108 * and the floor is set - we are not going to touch it at
1137 * this point. 1109 * this point.
1138 * middle contains the highest visibility face. 1110 * middle contains the highest visibility face.
1153 * 1) top face is set, need middle to be set. 1125 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1126 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1127 * 3) neither middle or top is set - need to set both.
1156 */ 1128 */
1157 1129
1158 for (tmp = last; tmp; tmp = tmp->below) 1130 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1131 {
1160 /* Once we get to a floor, stop, since we already have a floor object */ 1132 /* Once we get to a floor, stop, since we already have a floor object */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1133 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1134 break;
1163 1135
1204 faces_obj [1] = middle; 1176 faces_obj [1] = middle;
1205 faces_obj [2] = floor; 1177 faces_obj [2] = floor;
1206#endif 1178#endif
1207} 1179}
1208 1180
1209uint64 1181maptile *
1210mapspace::volume () const
1211{
1212 uint64 vol = 0;
1213
1214 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1215 vol += op->volume ();
1216
1217 return vol;
1218}
1219
1220bool
1221maptile::tile_available (int dir, bool load) 1182maptile::tile_available (int dir, bool load)
1222{ 1183{
1223 if (!tile_path[dir]) 1184 if (tile_path[dir])
1224 return 0; 1185 {
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1186 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1; 1187 return tile_map[dir];
1228 1188
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1189 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1190 return tile_map[dir];
1191 }
1231 1192
1232 return 0; 1193 return 0;
1233} 1194}
1234 1195
1235/* this returns TRUE if the coordinates (x,y) are out of 1196/* this returns TRUE if the coordinates (x,y) are out of
1541 else 1502 else
1542 { 1503 {
1543 retval->distance_x += op2->x - x; 1504 retval->distance_x += op2->x - x;
1544 retval->distance_y += op2->y - y; 1505 retval->distance_y += op2->y - y;
1545 1506
1546 retval->part = NULL; 1507 retval->part = 0;
1547 retval->distance = idistance (retval->distance_x, retval->distance_y); 1508 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1548 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1509 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1549 } 1510 }
1550} 1511}
1551 1512
1552/* Returns true of op1 and op2 are effectively on the same map 1513/* Returns true of op1 and op2 are effectively on the same map
1563 int dx, dy; 1524 int dx, dy;
1564 1525
1565 return adjacent_map (op1->map, op2->map, &dx, &dy); 1526 return adjacent_map (op1->map, op2->map, &dx, &dy);
1566} 1527}
1567 1528
1529//-GPL
1530
1568object * 1531object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1532maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1533{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1534 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1575} 1535}
1576 1536
1577region * 1537region *
1578maptile::region (int x, int y) const 1538maptile::region (int x, int y) const
1587 return default_region; 1547 return default_region;
1588 1548
1589 return ::region::default_region (); 1549 return ::region::default_region ();
1590} 1550}
1591 1551
1552//+GPL
1553
1592/* picks a random object from a style map. 1554/* 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 */ 1555 */
1596object * 1556object *
1597maptile::pick_random_object () const 1557maptile::pick_random_object (rand_gen &gen) const
1598{ 1558{
1599 /* while returning a null object will result in a crash, that 1559 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1560 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1561 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1562 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1563 * any difference, but this seems clearer to me.
1604 */ 1564 */
1605 for (int i = 1000; --i;) 1565 for (int i = 1000; --i;)
1606 { 1566 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1567 object *pick = at (gen (width), gen (height)).bot;
1608 1568
1609 // do not prefer big monsters just because they are big. 1569 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1570 if (pick && pick->is_head ())
1611 return pick->head_ (); 1571 return pick->head_ ();
1612 } 1572 }
1613 1573
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1574 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1575 return archetype::find (shstr_bug);
1616} 1576}
1577
1578//-GPL
1617 1579
1618void 1580void
1619maptile::play_sound (faceidx sound, int x, int y) const 1581maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1582{
1621 if (!sound) 1583 if (!sound)
1622 return; 1584 return;
1623 1585
1586 for_all_players_on_map (pl, this)
1587 if (client *ns = pl->ns)
1588 {
1589 int dx = x - pl->ob->x;
1590 int dy = y - pl->ob->y;
1591
1592 int distance = idistance (dx, dy);
1593
1594 if (distance <= MAX_SOUND_DISTANCE)
1595 ns->play_sound (sound, dx, dy);
1596 }
1597}
1598
1599void
1600maptile::say_msg (const char *msg, int x, int y) const
1601{
1624 for_all_players (pl) 1602 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1603 if (client *ns = pl->ns)
1627 { 1604 {
1628 int dx = x - pl->ob->x; 1605 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1606 int dy = y - pl->ob->y;
1630 1607
1631 int distance = idistance (dx, dy); 1608 int distance = idistance (dx, dy);
1632 1609
1633 if (distance <= MAX_SOUND_DISTANCE) 1610 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1611 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1635 } 1612 }
1636} 1613}
1637 1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1680{
1681 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
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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