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Comparing deliantra/server/common/map.C (file contents):
Revision 1.139 by root, Sun May 4 19:14:23 2008 UTC vs.
Revision 1.160 by root, Mon Oct 12 14:00:57 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
28#include "loader.h" 28#include "loader.h"
29
30#include "path.h" 29#include "path.h"
30
31sint8 maptile::outdoor_darkness;
31 32
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 33/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 34 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 35 * it will also do map translation for tiled maps, returning
35 * 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
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 261 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 262 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 263 tmp->flag [flag] = value;
263} 264}
264 265
266void
267maptile::post_load_original ()
268{
269 if (!spaces)
270 return;
271
272 set_object_flag (FLAG_OBJ_ORIGINAL);
273
274 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp);
277}
278
265/* link_multipart_objects go through all the objects on the map looking 279/* link_multipart_objects go through all the objects on the map looking
266 * for objects whose arch says they are multipart yet according to the 280 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when 281 * info we have, they only have the head (as would be expected when
268 * they are saved). 282 * they are saved).
269 */ 283 */
321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 { 336 {
323 // we insert manually because 337 // we insert manually because
324 // a) its way faster 338 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that 339 // b) we remove manually, too, and there are good reasons for that
326 // c) its correct 340 // c) it's correct
327 mapspace &ms = at (op->x, op->y); 341 mapspace &ms = at (op->x, op->y);
328 342
329 op->flag [FLAG_REMOVED] = false; 343 op->flag [FLAG_REMOVED] = false;
330 344
331 op->above = 0; 345 op->above = 0;
332 op->below = ms.top; 346 op->below = ms.top;
333 347
334 if (ms.top)
335 ms.top->above = op; 348 *(ms.top ? &ms.top->above : &ms.bot) = op;
336 else
337 ms.bot = op;
338 349
339 ms.top = op; 350 ms.top = op;
340 ms.flags_ = 0; 351 ms.flags_ = 0;
341 } 352 }
342 else 353 else
641 case KW_sky: thawer.get (sky); break; 652 case KW_sky: thawer.get (sky); break;
642 653
643 case KW_per_player: thawer.get (per_player); break; 654 case KW_per_player: thawer.get (per_player); break;
644 case KW_per_party: thawer.get (per_party); break; 655 case KW_per_party: thawer.get (per_party); break;
645 case KW_no_reset: thawer.get (no_reset); break; 656 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break;
646 658
647 case KW_region: default_region = region::find (thawer.get_str ()); break; 659 case KW_region: default_region = region::find (thawer.get_str ()); break;
648 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 660 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
649 661
650 // old names new names 662 // old names new names
700 712
701 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 713 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
702 unique = 1; 714 unique = 1;
703 715
704 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 716 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
705 {
706 op->destroy_inv (false);
707 op->destroy (); 717 op->destroy ();
708 }
709 718
710 op = above; 719 op = above;
711 } 720 }
712 } 721 }
713} 722}
724 MAP_OUT (swap_time); 733 MAP_OUT (swap_time);
725 MAP_OUT (reset_time); 734 MAP_OUT (reset_time);
726 MAP_OUT (reset_timeout); 735 MAP_OUT (reset_timeout);
727 MAP_OUT (fixed_resettime); 736 MAP_OUT (fixed_resettime);
728 MAP_OUT (no_reset); 737 MAP_OUT (no_reset);
738 MAP_OUT (no_drop);
729 MAP_OUT (difficulty); 739 MAP_OUT (difficulty);
730 740
731 if (default_region) MAP_OUT2 (region, default_region->name); 741 if (default_region) MAP_OUT2 (region, default_region->name);
732 742
733 if (shopitems) 743 if (shopitems)
800 810
801 op->flag [FLAG_REMOVED] = true; 811 op->flag [FLAG_REMOVED] = true;
802 812
803 object *head = op->head_ (); 813 object *head = op->head_ ();
804 if (op == head) 814 if (op == head)
805 {
806 op->destroy_inv (false);
807 op->destroy (); 815 op->destroy ();
808 }
809 else if (head->map != op->map) 816 else if (head->map != op->map)
810 { 817 {
811 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
812 head->destroy (); 819 head->destroy ();
813 } 820 }
928 op->destroy (); 935 op->destroy ();
929 } 936 }
930} 937}
931 938
932/* 939/*
933 * Updates every button on the map (by calling update_button() for them).
934 */
935void
936maptile::update_buttons ()
937{
938 for (oblinkpt *obp = buttons; obp; obp = obp->next)
939 for (objectlink *ol = obp->link; ol; ol = ol->next)
940 {
941 if (!ol->ob)
942 {
943 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
944 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
945 continue;
946 }
947
948 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
949 {
950 update_button (ol->ob);
951 break;
952 }
953 }
954}
955
956/*
957 * This routine is supposed to find out the difficulty of the map. 940 * This routine is supposed to find out the difficulty of the map.
958 * difficulty does not have a lot to do with character level, 941 * difficulty does not have a lot to do with character level,
959 * but does have a lot to do with treasure on the map. 942 * but does have a lot to do with treasure on the map.
960 * 943 *
961 * Difficulty can now be set by the map creature. If the value stored 944 * Difficulty can now be set by the map creator. If the value stored
962 * in the map is zero, then use this routine. Maps should really 945 * in the map is zero, then use this routine. Maps should really
963 * have a difficulty set than using this function - human calculation 946 * have a difficulty set rather than using this function - human calculation
964 * is much better than this functions guesswork. 947 * is much better than this function's guesswork.
965 */ 948 */
966int 949int
967maptile::estimate_difficulty () const 950maptile::estimate_difficulty () const
968{ 951{
969 long monster_cnt = 0; 952 long monster_cnt = 0;
981 964
982 if (QUERY_FLAG (op, FLAG_GENERATOR)) 965 if (QUERY_FLAG (op, FLAG_GENERATOR))
983 { 966 {
984 total_exp += op->stats.exp; 967 total_exp += op->stats.exp;
985 968
986 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 969 if (archetype *at = op->other_arch)
970 {
987 total_exp += at->stats.exp * 8; 971 total_exp += at->stats.exp * 8;
988
989 monster_cnt++; 972 monster_cnt++;
973 }
974
975 for (object *inv = op->inv; inv; inv = inv->below)
976 {
977 total_exp += op->stats.exp * 8;
978 monster_cnt++;
979 }
990 } 980 }
991 } 981 }
992 982
993 avgexp = (double) total_exp / monster_cnt; 983 avgexp = (double) total_exp / monster_cnt;
994 984
1007 * postive values make it darker, negative make it brighter 997 * postive values make it darker, negative make it brighter
1008 */ 998 */
1009int 999int
1010maptile::change_map_light (int change) 1000maptile::change_map_light (int change)
1011{ 1001{
1012 int new_level = darkness + change;
1013
1014 /* Nothing to do */ 1002 /* Nothing to do */
1015 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1003 if (!change)
1016 return 0; 1004 return 0;
1017 1005
1018 /* inform all players on the map */ 1006 /* inform all players on the map */
1019 if (change > 0) 1007 if (change > 0)
1020 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1008 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1021 else 1009 else
1022 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1023 1011
1024 /* Do extra checking. since darkness is a unsigned value, 1012 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1025 * we need to be extra careful about negative values.
1026 * In general, the checks below are only needed if change
1027 * is not +/-1
1028 */
1029 if (new_level < 0)
1030 darkness = 0;
1031 else if (new_level >= MAX_DARKNESS)
1032 darkness = MAX_DARKNESS;
1033 else
1034 darkness = new_level;
1035 1013
1036 /* All clients need to get re-updated for the change */ 1014 /* All clients need to get re-updated for the change */
1037 update_all_map_los (this); 1015 update_all_map_los (this);
1016
1038 return 1; 1017 return 1;
1039} 1018}
1040 1019
1041/* 1020/*
1042 * This function updates various attributes about a specific space 1021 * This function updates various attributes about a specific space
1045 * through, etc) 1024 * through, etc)
1046 */ 1025 */
1047void 1026void
1048mapspace::update_ () 1027mapspace::update_ ()
1049{ 1028{
1050 object *tmp, *last = 0; 1029 object *last = 0;
1051 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1030 uint8 flags = P_UPTODATE, anywhere = 0;
1031 sint8 light = 0;
1052 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1053 1033
1054 //object *middle = 0; 1034 //object *middle = 0;
1055 //object *top = 0; 1035 //object *top = 0;
1056 //object *floor = 0; 1036 //object *floor = 0;
1057 // this seems to generate better code than using locals, above 1037 // this seems to generate better code than using locals, above
1058 object *&top = faces_obj[0] = 0; 1038 object *&top = faces_obj[0] = 0;
1059 object *&middle = faces_obj[1] = 0; 1039 object *&middle = faces_obj[1] = 0;
1060 object *&floor = faces_obj[2] = 0; 1040 object *&floor = faces_obj[2] = 0;
1061 1041
1062 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1063 { 1043 {
1064 /* This could be made additive I guess (two lights better than 1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1065 * one). But if so, it shouldn't be a simple additive - 2
1066 * light bulbs do not illuminate twice as far as once since
1067 * it is a dissapation factor that is cubed.
1068 */
1069 light = max (light, tmp->glow_radius); 1045 light += tmp->glow_radius;
1070 1046
1071 /* This call is needed in order to update objects the player 1047 /* This call is needed in order to update objects the player
1072 * is standing in that have animations (ie, grass, fire, etc). 1048 * is standing in that have animations (ie, grass, fire, etc).
1073 * However, it also causes the look window to be re-drawn 1049 * However, it also causes the look window to be re-drawn
1074 * 3 times each time the player moves, because many of the 1050 * 3 times each time the player moves, because many of the
1093 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1094 { 1070 {
1095 middle = tmp; 1071 middle = tmp;
1096 anywhere = 1; 1072 anywhere = 1;
1097 } 1073 }
1074
1098 /* Find the highest visible face around. If equal 1075 /* Find the highest visible face around. If equal
1099 * visibilities, we still want the one nearer to the 1076 * visibilities, we still want the one nearer to the
1100 * top 1077 * top
1101 */ 1078 */
1102 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1121 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1122 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1123 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1124 } 1101 }
1125 1102
1126 this->light = light; 1103 this->light = min (light, MAX_LIGHT_RADIUS);
1127 this->flags_ = flags; 1104 this->flags_ = flags;
1128 this->move_block = move_block & ~move_allow; 1105 this->move_block = move_block & ~move_allow;
1129 this->move_on = move_on; 1106 this->move_on = move_on;
1130 this->move_off = move_off; 1107 this->move_off = move_off;
1131 this->move_slow = move_slow; 1108 this->move_slow = move_slow;
1151 * 1) top face is set, need middle to be set. 1128 * 1) top face is set, need middle to be set.
1152 * 2) middle is set, need to set top. 1129 * 2) middle is set, need to set top.
1153 * 3) neither middle or top is set - need to set both. 1130 * 3) neither middle or top is set - need to set both.
1154 */ 1131 */
1155 1132
1156 for (tmp = last; tmp; tmp = tmp->below) 1133 for (object *tmp = last; tmp; tmp = tmp->below)
1157 { 1134 {
1158 /* Once we get to a floor, stop, since we already have a floor object */ 1135 /* Once we get to a floor, stop, since we already have a floor object */
1159 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1160 break; 1137 break;
1161 1138
1213 vol += op->volume (); 1190 vol += op->volume ();
1214 1191
1215 return vol; 1192 return vol;
1216} 1193}
1217 1194
1218bool 1195maptile *
1219maptile::tile_available (int dir, bool load) 1196maptile::tile_available (int dir, bool load)
1220{ 1197{
1221 if (!tile_path[dir]) 1198 if (tile_path[dir])
1222 return 0; 1199 {
1223
1224 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1200 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1225 return 1; 1201 return tile_map[dir];
1226 1202
1227 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1203 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1228 return 1; 1204 return tile_map[dir];
1205 }
1229 1206
1230 return 0; 1207 return 0;
1231} 1208}
1232 1209
1233/* this returns TRUE if the coordinates (x,y) are out of 1210/* this returns TRUE if the coordinates (x,y) are out of
1539 else 1516 else
1540 { 1517 {
1541 retval->distance_x += op2->x - x; 1518 retval->distance_x += op2->x - x;
1542 retval->distance_y += op2->y - y; 1519 retval->distance_y += op2->y - y;
1543 1520
1544 retval->part = NULL; 1521 retval->part = 0;
1545 retval->distance = idistance (retval->distance_x, retval->distance_y); 1522 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1546 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1523 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1547 } 1524 }
1548} 1525}
1549 1526
1550/* Returns true of op1 and op2 are effectively on the same map 1527/* Returns true of op1 and op2 are effectively on the same map
1564} 1541}
1565 1542
1566object * 1543object *
1567maptile::insert (object *op, int x, int y, object *originator, int flags) 1544maptile::insert (object *op, int x, int y, object *originator, int flags)
1568{ 1545{
1569 if (!op->flag [FLAG_REMOVED])
1570 op->remove ();
1571
1572 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1546 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1573} 1547}
1574 1548
1575region * 1549region *
1576maptile::region (int x, int y) const 1550maptile::region (int x, int y) const
1615maptile::play_sound (faceidx sound, int x, int y) const 1589maptile::play_sound (faceidx sound, int x, int y) const
1616{ 1590{
1617 if (!sound) 1591 if (!sound)
1618 return; 1592 return;
1619 1593
1594 for_all_players_on_map (pl, this)
1595 if (client *ns = pl->ns)
1596 {
1597 int dx = x - pl->ob->x;
1598 int dy = y - pl->ob->y;
1599
1600 int distance = idistance (dx, dy);
1601
1602 if (distance <= MAX_SOUND_DISTANCE)
1603 ns->play_sound (sound, dx, dy);
1604 }
1605}
1606
1607void
1608maptile::say_msg (const char *msg, int x, int y) const
1609{
1620 for_all_players (pl) 1610 for_all_players (pl)
1621 if (pl->ob->map == this)
1622 if (client *ns = pl->ns) 1611 if (client *ns = pl->ns)
1623 { 1612 {
1624 int dx = x - pl->ob->x; 1613 int dx = x - pl->ob->x;
1625 int dy = y - pl->ob->y; 1614 int dy = y - pl->ob->y;
1626 1615
1627 int distance = idistance (dx, dy); 1616 int distance = idistance (dx, dy);
1628 1617
1629 if (distance <= MAX_SOUND_DISTANCE) 1618 if (distance <= MAX_SOUND_DISTANCE)
1630 ns->play_sound (sound, dx, dy); 1619 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1631 } 1620 }
1632} 1621}
1633 1622
1623static void
1624split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1625{
1626 // clip to map to the left
1627 if (x0 < 0)
1628 {
1629 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1630 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1631
1632 if (x1 < 0) // entirely to the left
1633 return;
1634
1635 x0 = 0;
1636 }
1637
1638 // clip to map to the right
1639 if (x1 > m->width)
1640 {
1641 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1642 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1643
1644 if (x0 > m->width) // entirely to the right
1645 return;
1646
1647 x1 = m->width;
1648 }
1649
1650 // clip to map above
1651 if (y0 < 0)
1652 {
1653 if (maptile *tile = m->tile_available (TILE_UP, 1))
1654 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1655
1656 if (y1 < 0) // entirely above
1657 return;
1658
1659 y0 = 0;
1660 }
1661
1662 // clip to map below
1663 if (y1 > m->height)
1664 {
1665 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1666 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1667
1668 if (y0 > m->height) // entirely below
1669 return;
1670
1671 y1 = m->height;
1672 }
1673
1674 // if we get here, the rect is within the current map
1675 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1676
1677 r->m = m;
1678 r->x0 = x0;
1679 r->y0 = y0;
1680 r->x1 = x1;
1681 r->y1 = y1;
1682 r->dx = dx;
1683 r->dy = dy;
1684}
1685
1686maprect *
1687maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1688{
1689 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1690 buf.clear ();
1691
1692 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1693
1694 // add end marker
1695 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1696 r->m = 0;
1697
1698 return (maprect *)buf.linearise ();
1699}
1700

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