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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 1.158 by root, Tue Feb 17 03:53:31 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 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h" 27#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
32 31
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
36 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
245 244
246 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
247 tmp = next; 246 tmp = next;
248 } 247 }
249 248
250 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
251 * carrying. 250 //TODO: remove
252 */ 251 container->update_weight ();
253 sum_weight (container);
254} 252}
255 253
256void 254void
257maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
258{ 256{
260 return; 258 return;
261 259
262 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
263 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
264 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263}
264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
265} 276}
266 277
267/* link_multipart_objects go through all the objects on the map looking 278/* 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 279 * 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 280 * info we have, they only have the head (as would be expected when
307bool 318bool
308maptile::_load_objects (object_thawer &f) 319maptile::_load_objects (object_thawer &f)
309{ 320{
310 for (;;) 321 for (;;)
311 { 322 {
312 coroapi::cede_to_tick_every (100); // cede once in a while 323 coroapi::cede_to_tick (); // cede once in a while
313 324
314 switch (f.kw) 325 switch (f.kw)
315 { 326 {
316 case KW_arch: 327 case KW_arch:
317 if (object *op = object::read (f, this)) 328 if (object *op = object::read (f, this))
318 { 329 {
330 // TODO: why?
319 if (op->inv) 331 if (op->inv)
320 sum_weight (op); 332 op->update_weight ();
321 333
322 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 {
336 // we insert manually because
337 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that
339 // c) it's correct
340 mapspace &ms = at (op->x, op->y);
341
342 op->flag [FLAG_REMOVED] = false;
343
344 op->above = 0;
345 op->below = ms.top;
346
347 *(ms.top ? &ms.top->above : &ms.bot) = op;
348
349 ms.top = op;
350 ms.flags_ = 0;
351 }
352 else
353 {
354 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
355 op->destroy ();
356 }
323 } 357 }
324 358
325 continue; 359 continue;
326 360
327 case KW_EOF: 361 case KW_EOF:
617 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
618 652
619 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
620 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
621 case KW_no_reset: thawer.get (no_reset); break; 655 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break;
622 657
623 case KW_region: default_region = region::find (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
624 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
625 660
626 // old names new names 661 // old names new names
676 711
677 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 712 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
678 unique = 1; 713 unique = 1;
679 714
680 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
681 {
682 op->destroy_inv (false);
683 op->destroy (); 716 op->destroy ();
684 }
685 717
686 op = above; 718 op = above;
687 } 719 }
688 } 720 }
689} 721}
700 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
701 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
702 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
703 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
704 MAP_OUT (no_reset); 736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
705 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
706 739
707 if (default_region) MAP_OUT2 (region, default_region->name); 740 if (default_region) MAP_OUT2 (region, default_region->name);
708 741
709 if (shopitems) 742 if (shopitems)
776 809
777 op->flag [FLAG_REMOVED] = true; 810 op->flag [FLAG_REMOVED] = true;
778 811
779 object *head = op->head_ (); 812 object *head = op->head_ ();
780 if (op == head) 813 if (op == head)
781 {
782 op->destroy_inv (false);
783 op->destroy (); 814 op->destroy ();
784 }
785 else if (head->map != op->map) 815 else if (head->map != op->map)
786 { 816 {
787 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 817 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
788 head->destroy (); 818 head->destroy ();
789 } 819 }
790 } 820 }
791 821
792 sfree (spaces, size ()), spaces = 0; 822 sfree0 (spaces, size ());
793 } 823 }
794 824
795 if (buttons) 825 if (buttons)
796 free_objectlinkpt (buttons), buttons = 0; 826 free_objectlinkpt (buttons), buttons = 0;
797 827
798 sfree (regions, size ()); regions = 0; 828 sfree0 (regions, size ());
799 delete [] regionmap; regionmap = 0; 829 delete [] regionmap; regionmap = 0;
800} 830}
801 831
802void 832void
803maptile::clear_header () 833maptile::clear_header ()
904 op->destroy (); 934 op->destroy ();
905 } 935 }
906} 936}
907 937
908/* 938/*
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 }
930}
931
932/*
933 * This routine is supposed to find out the difficulty of the map. 939 * This routine is supposed to find out the difficulty of the map.
934 * difficulty does not have a lot to do with character level, 940 * difficulty does not have a lot to do with character level,
935 * but does have a lot to do with treasure on the map. 941 * but does have a lot to do with treasure on the map.
936 * 942 *
937 * Difficulty can now be set by the map creature. If the value stored 943 * 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 944 * in the map is zero, then use this routine. Maps should really
939 * have a difficulty set than using this function - human calculation 945 * have a difficulty set rather than using this function - human calculation
940 * is much better than this functions guesswork. 946 * is much better than this function's guesswork.
941 */ 947 */
942int 948int
943maptile::estimate_difficulty () const 949maptile::estimate_difficulty () const
944{ 950{
945 long monster_cnt = 0; 951 long monster_cnt = 0;
957 963
958 if (QUERY_FLAG (op, FLAG_GENERATOR)) 964 if (QUERY_FLAG (op, FLAG_GENERATOR))
959 { 965 {
960 total_exp += op->stats.exp; 966 total_exp += op->stats.exp;
961 967
962 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 968 if (archetype *at = op->other_arch)
969 {
963 total_exp += at->stats.exp * 8; 970 total_exp += at->stats.exp * 8;
964
965 monster_cnt++; 971 monster_cnt++;
972 }
973
974 for (object *inv = op->inv; inv; inv = inv->below)
975 {
976 total_exp += op->stats.exp * 8;
977 monster_cnt++;
978 }
966 } 979 }
967 } 980 }
968 981
969 avgexp = (double) total_exp / monster_cnt; 982 avgexp = (double) total_exp / monster_cnt;
970 983
983 * postive values make it darker, negative make it brighter 996 * postive values make it darker, negative make it brighter
984 */ 997 */
985int 998int
986maptile::change_map_light (int change) 999maptile::change_map_light (int change)
987{ 1000{
988 int new_level = darkness + change;
989
990 /* Nothing to do */ 1001 /* Nothing to do */
991 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1002 if (!change)
992 return 0; 1003 return 0;
993 1004
994 /* inform all players on the map */ 1005 /* inform all players on the map */
995 if (change > 0) 1006 if (change > 0)
996 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
997 else 1008 else
998 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
999 1010
1000 /* Do extra checking. since darkness is a unsigned value, 1011 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 1012
1012 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1013 update_all_map_los (this); 1014 update_all_map_los (this);
1015
1014 return 1; 1016 return 1;
1015} 1017}
1016 1018
1017/* 1019/*
1018 * This function updates various attributes about a specific space 1020 * This function updates various attributes about a specific space
1021 * through, etc) 1023 * through, etc)
1022 */ 1024 */
1023void 1025void
1024mapspace::update_ () 1026mapspace::update_ ()
1025{ 1027{
1026 object *tmp, *last = 0; 1028 object *last = 0;
1027 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1029 uint8 flags = P_UPTODATE, anywhere = 0;
1030 sint8 light = 0;
1028 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1029 1032
1030 //object *middle = 0; 1033 //object *middle = 0;
1031 //object *top = 0; 1034 //object *top = 0;
1032 //object *floor = 0; 1035 //object *floor = 0;
1033 // this seems to generate better code than using locals, above 1036 // this seems to generate better code than using locals, above
1034 object *&top = faces_obj[0] = 0; 1037 object *&top = faces_obj[0] = 0;
1035 object *&middle = faces_obj[1] = 0; 1038 object *&middle = faces_obj[1] = 0;
1036 object *&floor = faces_obj[2] = 0; 1039 object *&floor = faces_obj[2] = 0;
1037 1040
1038 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1039 { 1042 {
1040 /* This could be made additive I guess (two lights better than 1043 // 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; 1044 light += tmp->glow_radius;
1047 1045
1048 /* This call is needed in order to update objects the player 1046 /* This call is needed in order to update objects the player
1049 * is standing in that have animations (ie, grass, fire, etc). 1047 * is standing in that have animations (ie, grass, fire, etc).
1050 * However, it also causes the look window to be re-drawn 1048 * However, it also causes the look window to be re-drawn
1051 * 3 times each time the player moves, because many of the 1049 * 3 times each time the player moves, because many of the
1070 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1071 { 1069 {
1072 middle = tmp; 1070 middle = tmp;
1073 anywhere = 1; 1071 anywhere = 1;
1074 } 1072 }
1073
1075 /* Find the highest visible face around. If equal 1074 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the 1075 * visibilities, we still want the one nearer to the
1077 * top 1076 * top
1078 */ 1077 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) 1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1100 }
1102 1101
1103 this->light = light; 1102 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1103 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1105 this->move_on = move_on;
1107 this->move_off = move_off; 1106 this->move_off = move_off;
1108 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1128 * 1) top face is set, need middle to be set. 1127 * 1) top face is set, need middle to be set.
1129 * 2) middle is set, need to set top. 1128 * 2) middle is set, need to set top.
1130 * 3) neither middle or top is set - need to set both. 1129 * 3) neither middle or top is set - need to set both.
1131 */ 1130 */
1132 1131
1133 for (tmp = last; tmp; tmp = tmp->below) 1132 for (object *tmp = last; tmp; tmp = tmp->below)
1134 { 1133 {
1135 /* Once we get to a floor, stop, since we already have a floor object */ 1134 /* Once we get to a floor, stop, since we already have a floor object */
1136 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1137 break; 1136 break;
1138 1137
1190 vol += op->volume (); 1189 vol += op->volume ();
1191 1190
1192 return vol; 1191 return vol;
1193} 1192}
1194 1193
1195bool 1194maptile *
1196maptile::tile_available (int dir, bool load) 1195maptile::tile_available (int dir, bool load)
1197{ 1196{
1198 if (!tile_path[dir]) 1197 if (tile_path[dir])
1199 return 0; 1198 {
1200
1201 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1202 return 1; 1200 return tile_map[dir];
1203 1201
1204 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1205 return 1; 1203 return tile_map[dir];
1204 }
1206 1205
1207 return 0; 1206 return 0;
1208} 1207}
1209 1208
1210/* this returns TRUE if the coordinates (x,y) are out of 1209/* this returns TRUE if the coordinates (x,y) are out of
1541} 1540}
1542 1541
1543object * 1542object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1544{
1546 if (!op->flag [FLAG_REMOVED])
1547 op->remove ();
1548
1549 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1545 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1550} 1546}
1551 1547
1552region * 1548region *
1553maptile::region (int x, int y) const 1549maptile::region (int x, int y) const
1563 1559
1564 return ::region::default_region (); 1560 return ::region::default_region ();
1565} 1561}
1566 1562
1567/* picks a random object from a style map. 1563/* 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 */ 1564 */
1571object * 1565object *
1572maptile::pick_random_object () const 1566maptile::pick_random_object (rand_gen &gen) const
1573{ 1567{
1574 /* while returning a null object will result in a crash, that 1568 /* while returning a null object will result in a crash, that
1575 * is actually preferable to an infinite loop. That is because 1569 * is actually preferable to an infinite loop. That is because
1576 * most servers will automatically restart in case of crash. 1570 * most servers will automatically restart in case of crash.
1577 * Change the logic on getting the random space - shouldn't make 1571 * Change the logic on getting the random space - shouldn't make
1578 * any difference, but this seems clearer to me. 1572 * any difference, but this seems clearer to me.
1579 */ 1573 */
1580 for (int i = 1000; --i;) 1574 for (int i = 1000; --i;)
1581 { 1575 {
1582 object *pick = at (rndm (width), rndm (height)).bot; 1576 object *pick = at (gen (width), gen (height)).bot;
1583 1577
1584 // do not prefer big monsters just because they are big. 1578 // do not prefer big monsters just because they are big.
1585 if (pick && pick->head_ () == pick) 1579 if (pick && pick->is_head ())
1586 return pick->head_ (); 1580 return pick->head_ ();
1587 } 1581 }
1588 1582
1589 // instead of crashing in the unlikely(?) case, try to return *something* 1583 // instead of crashing in the unlikely(?) case, try to return *something*
1590 return get_archetype ("blocked"); 1584 return archetype::find ("bug");
1591} 1585}
1592 1586
1593void 1587void
1594maptile::play_sound (faceidx sound, int x, int y) const 1588maptile::play_sound (faceidx sound, int x, int y) const
1595{ 1589{
1596 if (!sound) 1590 if (!sound)
1597 return; 1591 return;
1598 1592
1593 for_all_players_on_map (pl, this)
1594 if (client *ns = pl->ns)
1595 {
1596 int dx = x - pl->ob->x;
1597 int dy = y - pl->ob->y;
1598
1599 int distance = idistance (dx, dy);
1600
1601 if (distance <= MAX_SOUND_DISTANCE)
1602 ns->play_sound (sound, dx, dy);
1603 }
1604}
1605
1606void
1607maptile::say_msg (const char *msg, int x, int y) const
1608{
1599 for_all_players (pl) 1609 for_all_players (pl)
1600 if (pl->observe->map == this)
1601 if (client *ns = pl->ns) 1610 if (client *ns = pl->ns)
1602 { 1611 {
1603 int dx = x - pl->observe->x; 1612 int dx = x - pl->ob->x;
1604 int dy = y - pl->observe->y; 1613 int dy = y - pl->ob->y;
1605 1614
1606 int distance = idistance (dx, dy); 1615 int distance = idistance (dx, dy);
1607 1616
1608 if (distance <= MAX_SOUND_DISTANCE) 1617 if (distance <= MAX_SOUND_DISTANCE)
1609 ns->play_sound (sound, dx, dy); 1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1610 } 1619 }
1611} 1620}
1612 1621
1622static void
1623split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1624{
1625 // clip to map to the left
1626 if (x0 < 0)
1627 {
1628 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1629 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1630
1631 if (x1 < 0) // entirely to the left
1632 return;
1633
1634 x0 = 0;
1635 }
1636
1637 // clip to map to the right
1638 if (x1 > m->width)
1639 {
1640 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1641 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1642
1643 if (x0 > m->width) // entirely to the right
1644 return;
1645
1646 x1 = m->width;
1647 }
1648
1649 // clip to map above
1650 if (y0 < 0)
1651 {
1652 if (maptile *tile = m->tile_available (TILE_UP, 1))
1653 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1654
1655 if (y1 < 0) // entirely above
1656 return;
1657
1658 y0 = 0;
1659 }
1660
1661 // clip to map below
1662 if (y1 > m->height)
1663 {
1664 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1665 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1666
1667 if (y0 > m->height) // entirely below
1668 return;
1669
1670 y1 = m->height;
1671 }
1672
1673 // if we get here, the rect is within the current map
1674 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1675
1676 r->m = m;
1677 r->x0 = x0;
1678 r->y0 = y0;
1679 r->x1 = x1;
1680 r->y1 = y1;
1681 r->dx = dx;
1682 r->dy = dy;
1683}
1684
1685maprect *
1686maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1687{
1688 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1689 buf.clear ();
1690
1691 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1692
1693 // add end marker
1694 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1695 r->m = 0;
1696
1697 return (maprect *)buf.linearise ();
1698}
1699

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