--- deliantra/server/common/map.C 2008/05/04 20:40:52 1.140 +++ deliantra/server/common/map.C 2009/12/18 21:25:27 1.179 @@ -1,22 +1,23 @@ /* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Deliantra is free software: you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation, either version 3 of the License, or - * (at your option) any later version. + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program. If not, see . + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . * * The authors can be reached via e-mail to */ @@ -24,11 +25,13 @@ #include #include "global.h" - #include "loader.h" - #include "path.h" +//+GPL + +sint8 maptile::outdoor_darkness; + /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) * it will also do map translation for tiled maps, returning @@ -72,9 +75,6 @@ int blocked_link (object *ob, maptile *m, int sx, int sy) { - object *tmp; - int mflags, blocked; - /* Make sure the coordinates are valid - they should be, as caller should * have already checked this. */ @@ -84,12 +84,10 @@ return 1; } - /* Save some cycles - instead of calling get_map_flags(), just get the value - * directly. - */ - mflags = m->at (sx, sy).flags (); + mapspace &ms = m->at (sx, sy); - blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); + int mflags = ms.flags (); + int blocked = ms.move_block; /* If space is currently not blocked by anything, no need to * go further. Not true for players - all sorts of special @@ -98,7 +96,7 @@ if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) return 0; - /* if there isn't anytyhing alive on this space, and this space isn't + /* if there isn't anything alive on this space, and this space isn't * otherwise blocked, we can return now. Only if there is a living * creature do we need to investigate if it is part of this creature * or another. Likewise, only if something is blocking us do we @@ -115,54 +113,50 @@ * true. If we get through the entire stack, that must mean * ob is blocking it, so return 0. */ - for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) + for (object *tmp = ms.bot; tmp; tmp = tmp->above) { - - /* This must be before the checks below. Code for inventory checkers. */ - if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp)) + if (OB_MOVE_BLOCK (ob, tmp)) { - /* If last_sp is set, the player/monster needs an object, - * so we check for it. If they don't have it, they can't - * pass through this space. - */ - if (tmp->last_sp) + if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) + if (RESULT_INT (0)) + return 1; + else + continue; + + if (tmp->type == CHECK_INV) { - if (check_inv_recursive (ob, tmp) == NULL) + bool have = check_inv_recursive (ob, tmp); + + // last_sp set means we block if we don't have. + if (logical_xor (have, tmp->last_sp)) return 1; - else - continue; } - else + else if (tmp->type == T_MATCH) { - /* In this case, the player must not have the object - - * if they do, they can't pass through. - */ - if (check_inv_recursive (ob, tmp) != NULL) /* player has object */ + // T_MATCH allows "entrance" iff the match is true + // == blocks if the match fails + + // we could have used an INVOKE_OBJECT, but decided against it, as we + // assume that T_MATCH is relatively common. + if (!match (tmp->slaying, ob, tmp, ob)) return 1; - else - continue; } - } /* if check_inv */ - else - { - /* Broke apart a big nasty if into several here to make - * this more readable. first check - if the space blocks - * movement, can't move here. - * second - if a monster, can't move there, unless it is a - * hidden dm - */ - if (OB_MOVE_BLOCK (ob, tmp)) - return 1; + else + return 1; // unconditional block + + } else { + // space does not block the ob, directly, but + // anything alive that is not a door still + // blocks anything but wizards. if (tmp->flag [FLAG_ALIVE] && tmp->head_ () != ob && tmp != ob - && tmp->type != DOOR - && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) + && tmp->type != DOOR) return 1; } - } + return 0; } @@ -224,44 +218,47 @@ return 0; } -/* When the map is loaded, load_object does not actually insert objects - * into inventory, but just links them. What this does is go through - * and insert them properly. - * The object 'container' is the object that contains the inventory. - * This is needed so that we can update the containers weight. - */ +//-GPL + void -fix_container (object *container) +maptile::set_object_flag (int flag, int value) { - object *tmp = container->inv, *next; + if (!spaces) + return; - container->inv = 0; - while (tmp) - { - next = tmp->below; - if (tmp->inv) - fix_container (tmp); + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + tmp->flag [flag] = value; +} - insert_ob_in_ob (tmp, container); - tmp = next; - } +void +maptile::post_load_original () +{ + if (!spaces) + return; + + set_object_flag (FLAG_OBJ_ORIGINAL); - // go through and calculate what all the containers are carrying. - //TODO: remove - container->update_weight (); + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + INVOKE_OBJECT (RESET, tmp); } void -maptile::set_object_flag (int flag, int value) +maptile::post_load () { +#if 0 if (!spaces) return; for (mapspace *ms = spaces + size (); ms-- > spaces; ) for (object *tmp = ms->bot; tmp; tmp = tmp->above) - tmp->flag [flag] = value; + ; // nop +#endif } +//+GPL + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when @@ -298,6 +295,8 @@ } } +//-GPL + /* * Loads (ands parses) the objects into a given map from the specified * file pointer. @@ -323,7 +322,7 @@ // we insert manually because // a) its way faster // b) we remove manually, too, and there are good reasons for that - // c) its correct + // c) it's correct mapspace &ms = at (op->x, op->y); op->flag [FLAG_REMOVED] = false; @@ -331,10 +330,7 @@ op->above = 0; op->below = ms.top; - if (ms.top) - ms.top->above = op; - else - ms.bot = op; + *(ms.top ? &ms.top->above : &ms.bot) = op; ms.top = op; ms.flags_ = 0; @@ -439,7 +435,7 @@ width = 16; height = 16; timeout = 300; - max_nrof = 1000; // 1000 items of anything + max_items = MAX_ITEM_PER_ACTION; max_volume = 2000000; // 2m³ } @@ -471,6 +467,8 @@ spaces = salloc0 (size ()); } +//+GPL + /* Takes a string from a map definition and outputs a pointer to the array of shopitems * corresponding to that string. Memory is allocated for this, it must be freed * at a later date. @@ -556,34 +554,34 @@ /* opposite of parse string, this puts the string that was originally fed in to * the map (or something equivilent) into output_string. */ -static void -print_shop_string (maptile *m, char *output_string) +static const char * +print_shop_string (maptile *m) { - int i; - char tmp[MAX_BUF]; + static dynbuf_text buf; buf.clear (); - strcpy (output_string, ""); - for (i = 0; i < m->shopitems[0].index; i++) + for (int i = 0; i < m->shopitems[0].index; i++) { if (m->shopitems[i].typenum) { if (m->shopitems[i].strength) - sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); + buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); else - sprintf (tmp, "%s;", m->shopitems[i].name); + buf.printf ("%s;", m->shopitems[i].name); } else { if (m->shopitems[i].strength) - sprintf (tmp, "*:%d;", m->shopitems[i].strength); + buf.printf ("*:%d;", m->shopitems[i].strength); else - sprintf (tmp, "*"); + buf.printf ("*"); } - - strcat (output_string, tmp); } + + return buf; } +//-GPL + /* This loads the header information of the map. The header * contains things like difficulty, size, timeout, etc. * this used to be stored in the map object, but with the @@ -633,16 +631,11 @@ case KW_shopmax: thawer.get (shopmax); break; case KW_shoprace: thawer.get (shoprace); break; case KW_outdoor: thawer.get (outdoor); break; - case KW_temp: thawer.get (temp); break; - case KW_pressure: thawer.get (pressure); break; - case KW_humid: thawer.get (humid); break; - case KW_windspeed: thawer.get (windspeed); break; - case KW_winddir: thawer.get (winddir); break; - case KW_sky: thawer.get (sky); break; case KW_per_player: thawer.get (per_player); break; case KW_per_party: thawer.get (per_party); break; case KW_no_reset: thawer.get (no_reset); break; + case KW_no_drop: thawer.get (no_drop); break; case KW_region: default_region = region::find (thawer.get_str ()); break; case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; @@ -683,6 +676,8 @@ abort (); } +//+GPL + /****************************************************************************** * This is the start of unique map handling code *****************************************************************************/ @@ -702,23 +697,22 @@ unique = 1; if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) - { - op->destroy_inv (false); - op->destroy (); - } + op->destroy (); op = above; } } } +//-GPL + bool maptile::_save_header (object_freezer &freezer) { -#define MAP_OUT(k) freezer.put (KW_ ## k, k) -#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) +#define MAP_OUT(k) freezer.put (KW(k), k) +#define MAP_OUT2(k,v) freezer.put (KW(k), v) - MAP_OUT2 (arch, "map"); + MAP_OUT2 (arch, CS(map)); if (name) MAP_OUT (name); MAP_OUT (swap_time); @@ -726,37 +720,25 @@ MAP_OUT (reset_timeout); MAP_OUT (fixed_resettime); MAP_OUT (no_reset); + MAP_OUT (no_drop); MAP_OUT (difficulty); - if (default_region) MAP_OUT2 (region, default_region->name); - if (shopitems) - { - char shop[MAX_BUF]; - print_shop_string (this, shop); - MAP_OUT2 (shopitems, shop); - } - + if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this)); MAP_OUT (shopgreed); MAP_OUT (shopmin); MAP_OUT (shopmax); if (shoprace) MAP_OUT (shoprace); - MAP_OUT (darkness); + MAP_OUT (width); MAP_OUT (height); MAP_OUT (enter_x); MAP_OUT (enter_y); - - if (msg) freezer.put (KW_msg , KW_endmsg , msg); - if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore); - + MAP_OUT (darkness); MAP_OUT (outdoor); - MAP_OUT (temp); - MAP_OUT (pressure); - MAP_OUT (humid); - MAP_OUT (windspeed); - MAP_OUT (winddir); - MAP_OUT (sky); + + if (msg) freezer.put (KW(msg) , KW(endmsg) , msg); + if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); MAP_OUT (per_player); MAP_OUT (per_party); @@ -767,7 +749,7 @@ if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); freezer.put (this); - freezer.put (KW_end); + freezer.put (KW(end)); return true; } @@ -783,6 +765,8 @@ return freezer.save (path); } +//+GPL + /* * Remove and free all objects in the given map. */ @@ -802,10 +786,7 @@ object *head = op->head_ (); if (op == head) - { - op->destroy_inv (false); - op->destroy (); - } + op->destroy (); else if (head->map != op->map) { LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); @@ -863,6 +844,7 @@ } /* decay and destroy perishable items in a map */ +// TODO: should be done regularly, not on map load? void maptile::do_decay_objects () { @@ -919,7 +901,8 @@ || (mat & M_GLASS && rndm (1, 2) == 1) || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) - || (mat & M_ICE && temp > 32)) + //|| (mat & M_ICE && temp > 32) + ) destroy = 1; } @@ -930,38 +913,14 @@ } /* - * Updates every button on the map (by calling update_button() for them). - */ -void -maptile::update_buttons () -{ - for (oblinkpt *obp = buttons; obp; obp = obp->next) - for (objectlink *ol = obp->link; ol; ol = ol->next) - { - if (!ol->ob) - { - LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n", - ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value); - continue; - } - - if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL) - { - update_button (ol->ob); - break; - } - } -} - -/* * This routine is supposed to find out the difficulty of the map. * difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * - * Difficulty can now be set by the map creature. If the value stored - * in the map is zero, then use this routine. Maps should really - * have a difficulty set than using this function - human calculation - * is much better than this functions guesswork. + * Difficulty can now be set by the map creator. If the value stored + * in the map is zero, then use this routine. Maps should really + * have a difficulty set rather than using this function - human calculation + * is much better than this function's guesswork. */ int maptile::estimate_difficulty () const @@ -1016,10 +975,8 @@ int maptile::change_map_light (int change) { - int new_level = darkness + change; - /* Nothing to do */ - if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) + if (!change) return 0; /* inform all players on the map */ @@ -1028,20 +985,11 @@ else new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); - /* Do extra checking. since darkness is a unsigned value, - * we need to be extra careful about negative values. - * In general, the checks below are only needed if change - * is not +/-1 - */ - if (new_level < 0) - darkness = 0; - else if (new_level >= MAX_DARKNESS) - darkness = MAX_DARKNESS; - else - darkness = new_level; + darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS); /* All clients need to get re-updated for the change */ update_all_map_los (this); + return 1; } @@ -1054,9 +1002,14 @@ void mapspace::update_ () { - object *tmp, *last = 0; - uint8 flags = P_UPTODATE, light = 0, anywhere = 0; + object *last = 0; + uint8 flags = P_UPTODATE; + sint8 light = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; + uint64_t volume = 0; + uint32_t items = 0; + object *anywhere = 0; + uint8_t middle_visibility = 0; //object *middle = 0; //object *top = 0; @@ -1066,14 +1019,12 @@ object *&middle = faces_obj[1] = 0; object *&floor = faces_obj[2] = 0; - for (tmp = bot; tmp; last = tmp, tmp = tmp->above) + object::flags_t allflags; // all flags of all objects or'ed together + + for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) { - /* This could be made additive I guess (two lights better than - * one). But if so, it shouldn't be a simple additive - 2 - * light bulbs do not illuminate twice as far as once since - * it is a dissapation factor that is cubed. - */ - light = max (light, tmp->glow_radius); + // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) + light += tmp->glow_radius; /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). @@ -1083,11 +1034,11 @@ * * Always put the player down for drawing. */ - if (!tmp->invisible) + if (expect_true (!tmp->invisible)) { - if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) + if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) top = tmp; - else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) + else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) { /* If we got a floor, that means middle and top were below it, * so should not be visible, so we clear them. @@ -1095,25 +1046,31 @@ middle = 0; top = 0; floor = tmp; + volume = 0; + items = 0; } - /* Flag anywhere have high priority */ - else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) + else { - middle = tmp; - anywhere = 1; - } - /* Find the highest visible face around. If equal - * visibilities, we still want the one nearer to the - * top - */ - else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) - middle = tmp; - } + if (expect_true (!tmp->flag [FLAG_NO_PICK])) + { + ++items; + volume += tmp->volume (); + } - if (tmp == tmp->above) - { - LOG (llevError, "Error in structure of map\n"); - exit (-1); + /* Flag anywhere have high priority */ + if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) + anywhere = tmp; + + /* Find the highest visible face around. If equal + * visibilities, we still want the one nearer to the + * top + */ + if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) + { + middle_visibility = ::faces [tmp->face].visibility; + middle = tmp; + } + } } move_slow |= tmp->move_slow; @@ -1122,20 +1079,30 @@ move_off |= tmp->move_off; move_allow |= tmp->move_allow; - if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; - if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; - if (tmp->type == PLAYER) flags |= P_PLAYER; - if (tmp->type == SAFE_GROUND) flags |= P_SAFE; - if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; - if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; + allflags |= tmp->flag; + + if (tmp->type == PLAYER) flags |= P_PLAYER; + if (tmp->type == SAFE_GROUND) flags |= P_SAFE; } - this->light = light; + // FLAG_SEE_ANYWHERE takes precedence + if (anywhere) + middle = anywhere; + + // ORing all flags together and checking them here is much faster + if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW; + if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC; + if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE; + if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC; + + this->light = min (light, MAX_LIGHT_RADIUS); this->flags_ = flags; this->move_block = move_block & ~move_allow; this->move_on = move_on; this->move_off = move_off; this->move_slow = move_slow; + this->volume_ = (volume + 1023) / 1024; + this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 /* At this point, we have a floor face (if there is a floor), * and the floor is set - we are not going to touch it at @@ -1160,7 +1127,7 @@ * 3) neither middle or top is set - need to set both. */ - for (tmp = last; tmp; tmp = tmp->below) + for (object *tmp = last; tmp; tmp = tmp->below) { /* Once we get to a floor, stop, since we already have a floor object */ if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) @@ -1211,28 +1178,17 @@ #endif } -uint64 -mapspace::volume () const -{ - uint64 vol = 0; - - for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below) - vol += op->volume (); - - return vol; -} - -bool +maptile * maptile::tile_available (int dir, bool load) { - if (!tile_path[dir]) - return 0; - - if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) - return 1; + if (tile_path[dir]) + { + if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) + return tile_map[dir]; - if ((tile_map[dir] = find_async (tile_path[dir], this, load))) - return 1; + if ((tile_map[dir] = find_async (tile_path[dir], this, load))) + return tile_map[dir]; + } return 0; } @@ -1548,8 +1504,8 @@ retval->distance_x += op2->x - x; retval->distance_y += op2->y - y; - retval->part = NULL; - retval->distance = idistance (retval->distance_x, retval->distance_y); + retval->part = 0; + retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); } } @@ -1570,12 +1526,11 @@ return adjacent_map (op1->map, op2->map, &dx, &dy); } +//-GPL + object * maptile::insert (object *op, int x, int y, object *originator, int flags) { - if (!op->flag [FLAG_REMOVED]) - op->remove (); - return insert_ob_in_map_at (op, this, originator, flags, x, y); } @@ -1594,6 +1549,8 @@ return ::region::default_region (); } +//+GPL + /* picks a random object from a style map. */ object * @@ -1615,26 +1572,121 @@ } // instead of crashing in the unlikely(?) case, try to return *something* - return archetype::find ("bug"); + return archetype::find (shstr_bug); } +//-GPL + void maptile::play_sound (faceidx sound, int x, int y) const { if (!sound) return; + for_all_players_on_map (pl, this) + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; + + int distance = idistance (dx, dy); + + if (distance <= MAX_SOUND_DISTANCE) + ns->play_sound (sound, dx, dy); + } +} + +void +maptile::say_msg (const char *msg, int x, int y) const +{ for_all_players (pl) - if (pl->ob->map == this) - if (client *ns = pl->ns) - { - int dx = x - pl->ob->x; - int dy = y - pl->ob->y; + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; - int distance = idistance (dx, dy); + int distance = idistance (dx, dy); - if (distance <= MAX_SOUND_DISTANCE) - ns->play_sound (sound, dx, dy); - } + if (distance <= MAX_SOUND_DISTANCE) + ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); + } +} + +static void +split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) +{ + // clip to map to the left + if (x0 < 0) + { + if (maptile *tile = m->tile_available (TILE_LEFT, 1)) + split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); + + if (x1 < 0) // entirely to the left + return; + + x0 = 0; + } + + // clip to map to the right + if (x1 > m->width) + { + if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) + split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); + + if (x0 > m->width) // entirely to the right + return; + + x1 = m->width; + } + + // clip to map above + if (y0 < 0) + { + if (maptile *tile = m->tile_available (TILE_UP, 1)) + split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); + + if (y1 < 0) // entirely above + return; + + y0 = 0; + } + + // clip to map below + if (y1 > m->height) + { + if (maptile *tile = m->tile_available (TILE_DOWN, 1)) + split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); + + if (y0 > m->height) // entirely below + return; + + y1 = m->height; + } + + // if we get here, the rect is within the current map + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + + r->m = m; + r->x0 = x0; + r->y0 = y0; + r->x1 = x1; + r->y1 = y1; + r->dx = dx; + r->dy = dy; +} + +maprect * +maptile::split_to_tiles (int x0, int y0, int x1, int y1) +{ + static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8); + buf.clear (); + + ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); + + // add end marker + maprect *r = (maprect *)buf.alloc (sizeof (maprect)); + r->m = 0; + + return (maprect *)buf.linearise (); }