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Comparing deliantra/server/common/map.C (file contents):
Revision 1.135 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.158 by root, Tue Feb 17 03:53:31 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 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
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
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
261 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
262 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
263 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
264} 263}
265 264
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);
276}
277
266/* 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
267 * 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
268 * 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
269 * they are saved). 281 * they are saved).
270 */ 282 */
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 335 {
324 // we insert manually because 336 // we insert manually because
325 // a) its way faster 337 // a) its way faster
326 // b) we remove manually, too, and there are good reasons for that 338 // b) we remove manually, too, and there are good reasons for that
327 // c) its correct 339 // c) it's correct
328 mapspace &ms = at (op->x, op->y); 340 mapspace &ms = at (op->x, op->y);
329 341
330 op->flag [FLAG_REMOVED] = false; 342 op->flag [FLAG_REMOVED] = false;
331 343
332 op->above = 0; 344 op->above = 0;
333 op->below = ms.top; 345 op->below = ms.top;
334 346
335 if (ms.top)
336 ms.top->above = op; 347 *(ms.top ? &ms.top->above : &ms.bot) = op;
337 else
338 ms.bot = op;
339 348
340 ms.top = op; 349 ms.top = op;
341 ms.flags_ = 0; 350 ms.flags_ = 0;
342 } 351 }
343 else 352 else
642 case KW_sky: thawer.get (sky); break; 651 case KW_sky: thawer.get (sky); break;
643 652
644 case KW_per_player: thawer.get (per_player); break; 653 case KW_per_player: thawer.get (per_player); break;
645 case KW_per_party: thawer.get (per_party); break; 654 case KW_per_party: thawer.get (per_party); break;
646 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;
647 657
648 case KW_region: default_region = region::find (thawer.get_str ()); break; 658 case KW_region: default_region = region::find (thawer.get_str ()); break;
649 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 659 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
650 660
651 // old names new names 661 // old names new names
701 711
702 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))
703 unique = 1; 713 unique = 1;
704 714
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 715 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 716 op->destroy ();
709 }
710 717
711 op = above; 718 op = above;
712 } 719 }
713 } 720 }
714} 721}
725 MAP_OUT (swap_time); 732 MAP_OUT (swap_time);
726 MAP_OUT (reset_time); 733 MAP_OUT (reset_time);
727 MAP_OUT (reset_timeout); 734 MAP_OUT (reset_timeout);
728 MAP_OUT (fixed_resettime); 735 MAP_OUT (fixed_resettime);
729 MAP_OUT (no_reset); 736 MAP_OUT (no_reset);
737 MAP_OUT (no_drop);
730 MAP_OUT (difficulty); 738 MAP_OUT (difficulty);
731 739
732 if (default_region) MAP_OUT2 (region, default_region->name); 740 if (default_region) MAP_OUT2 (region, default_region->name);
733 741
734 if (shopitems) 742 if (shopitems)
801 809
802 op->flag [FLAG_REMOVED] = true; 810 op->flag [FLAG_REMOVED] = true;
803 811
804 object *head = op->head_ (); 812 object *head = op->head_ ();
805 if (op == head) 813 if (op == head)
806 {
807 op->destroy_inv (false);
808 op->destroy (); 814 op->destroy ();
809 }
810 else if (head->map != op->map) 815 else if (head->map != op->map)
811 { 816 {
812 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 ());
813 head->destroy (); 818 head->destroy ();
814 } 819 }
815 } 820 }
816 821
817 sfree (spaces, size ()), spaces = 0; 822 sfree0 (spaces, size ());
818 } 823 }
819 824
820 if (buttons) 825 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 826 free_objectlinkpt (buttons), buttons = 0;
822 827
823 sfree (regions, size ()); regions = 0; 828 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 829 delete [] regionmap; regionmap = 0;
825} 830}
826 831
827void 832void
828maptile::clear_header () 833maptile::clear_header ()
929 op->destroy (); 934 op->destroy ();
930 } 935 }
931} 936}
932 937
933/* 938/*
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 }
955}
956
957/*
958 * 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.
959 * difficulty does not have a lot to do with character level, 940 * difficulty does not have a lot to do with character level,
960 * 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.
961 * 942 *
962 * 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
963 * 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
964 * have a difficulty set than using this function - human calculation 945 * have a difficulty set rather than using this function - human calculation
965 * is much better than this functions guesswork. 946 * is much better than this function's guesswork.
966 */ 947 */
967int 948int
968maptile::estimate_difficulty () const 949maptile::estimate_difficulty () const
969{ 950{
970 long monster_cnt = 0; 951 long monster_cnt = 0;
982 963
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 964 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 965 {
985 total_exp += op->stats.exp; 966 total_exp += op->stats.exp;
986 967
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 968 if (archetype *at = op->other_arch)
969 {
988 total_exp += at->stats.exp * 8; 970 total_exp += at->stats.exp * 8;
989
990 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 }
991 } 979 }
992 } 980 }
993 981
994 avgexp = (double) total_exp / monster_cnt; 982 avgexp = (double) total_exp / monster_cnt;
995 983
1008 * postive values make it darker, negative make it brighter 996 * postive values make it darker, negative make it brighter
1009 */ 997 */
1010int 998int
1011maptile::change_map_light (int change) 999maptile::change_map_light (int change)
1012{ 1000{
1013 int new_level = darkness + change;
1014
1015 /* Nothing to do */ 1001 /* Nothing to do */
1016 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1002 if (!change)
1017 return 0; 1003 return 0;
1018 1004
1019 /* inform all players on the map */ 1005 /* inform all players on the map */
1020 if (change > 0) 1006 if (change > 0)
1021 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1007 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1022 else 1008 else
1023 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1009 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1024 1010
1025 /* Do extra checking. since darkness is a unsigned value, 1011 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 1012
1037 /* All clients need to get re-updated for the change */ 1013 /* All clients need to get re-updated for the change */
1038 update_all_map_los (this); 1014 update_all_map_los (this);
1015
1039 return 1; 1016 return 1;
1040} 1017}
1041 1018
1042/* 1019/*
1043 * This function updates various attributes about a specific space 1020 * This function updates various attributes about a specific space
1046 * through, etc) 1023 * through, etc)
1047 */ 1024 */
1048void 1025void
1049mapspace::update_ () 1026mapspace::update_ ()
1050{ 1027{
1051 object *tmp, *last = 0; 1028 object *last = 0;
1052 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1029 uint8 flags = P_UPTODATE, anywhere = 0;
1030 sint8 light = 0;
1053 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;
1054 1032
1055 //object *middle = 0; 1033 //object *middle = 0;
1056 //object *top = 0; 1034 //object *top = 0;
1057 //object *floor = 0; 1035 //object *floor = 0;
1058 // this seems to generate better code than using locals, above 1036 // this seems to generate better code than using locals, above
1059 object *&top = faces_obj[0] = 0; 1037 object *&top = faces_obj[0] = 0;
1060 object *&middle = faces_obj[1] = 0; 1038 object *&middle = faces_obj[1] = 0;
1061 object *&floor = faces_obj[2] = 0; 1039 object *&floor = faces_obj[2] = 0;
1062 1040
1063 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1064 { 1042 {
1065 /* This could be made additive I guess (two lights better than 1043 // 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; 1044 light += tmp->glow_radius;
1072 1045
1073 /* This call is needed in order to update objects the player 1046 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1047 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1048 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1049 * 3 times each time the player moves, because many of the
1095 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1096 { 1069 {
1097 middle = tmp; 1070 middle = tmp;
1098 anywhere = 1; 1071 anywhere = 1;
1099 } 1072 }
1073
1100 /* Find the highest visible face around. If equal 1074 /* Find the highest visible face around. If equal
1101 * visibilities, we still want the one nearer to the 1075 * visibilities, we still want the one nearer to the
1102 * top 1076 * top
1103 */ 1077 */
1104 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))
1123 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1124 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1125 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1126 } 1100 }
1127 1101
1128 this->light = light; 1102 this->light = min (light, MAX_LIGHT_RADIUS);
1129 this->flags_ = flags; 1103 this->flags_ = flags;
1130 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1131 this->move_on = move_on; 1105 this->move_on = move_on;
1132 this->move_off = move_off; 1106 this->move_off = move_off;
1133 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1153 * 1) top face is set, need middle to be set. 1127 * 1) top face is set, need middle to be set.
1154 * 2) middle is set, need to set top. 1128 * 2) middle is set, need to set top.
1155 * 3) neither middle or top is set - need to set both. 1129 * 3) neither middle or top is set - need to set both.
1156 */ 1130 */
1157 1131
1158 for (tmp = last; tmp; tmp = tmp->below) 1132 for (object *tmp = last; tmp; tmp = tmp->below)
1159 { 1133 {
1160 /* 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 */
1161 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1135 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1162 break; 1136 break;
1163 1137
1215 vol += op->volume (); 1189 vol += op->volume ();
1216 1190
1217 return vol; 1191 return vol;
1218} 1192}
1219 1193
1220bool 1194maptile *
1221maptile::tile_available (int dir, bool load) 1195maptile::tile_available (int dir, bool load)
1222{ 1196{
1223 if (!tile_path[dir]) 1197 if (tile_path[dir])
1224 return 0; 1198 {
1225
1226 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1199 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1227 return 1; 1200 return tile_map[dir];
1228 1201
1229 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1202 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1230 return 1; 1203 return tile_map[dir];
1204 }
1231 1205
1232 return 0; 1206 return 0;
1233} 1207}
1234 1208
1235/* this returns TRUE if the coordinates (x,y) are out of 1209/* this returns TRUE if the coordinates (x,y) are out of
1566} 1540}
1567 1541
1568object * 1542object *
1569maptile::insert (object *op, int x, int y, object *originator, int flags) 1543maptile::insert (object *op, int x, int y, object *originator, int flags)
1570{ 1544{
1571 if (!op->flag [FLAG_REMOVED])
1572 op->remove ();
1573
1574 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);
1575} 1546}
1576 1547
1577region * 1548region *
1578maptile::region (int x, int y) const 1549maptile::region (int x, int y) const
1588 1559
1589 return ::region::default_region (); 1560 return ::region::default_region ();
1590} 1561}
1591 1562
1592/* picks a random object from a style map. 1563/* 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 */ 1564 */
1596object * 1565object *
1597maptile::pick_random_object () const 1566maptile::pick_random_object (rand_gen &gen) const
1598{ 1567{
1599 /* while returning a null object will result in a crash, that 1568 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1569 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1570 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1571 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1572 * any difference, but this seems clearer to me.
1604 */ 1573 */
1605 for (int i = 1000; --i;) 1574 for (int i = 1000; --i;)
1606 { 1575 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1576 object *pick = at (gen (width), gen (height)).bot;
1608 1577
1609 // do not prefer big monsters just because they are big. 1578 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1579 if (pick && pick->is_head ())
1611 return pick->head_ (); 1580 return pick->head_ ();
1612 } 1581 }
1613 1582
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1583 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1584 return archetype::find ("bug");
1616} 1585}
1617 1586
1618void 1587void
1619maptile::play_sound (faceidx sound, int x, int y) const 1588maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1589{
1621 if (!sound) 1590 if (!sound)
1622 return; 1591 return;
1623 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{
1624 for_all_players (pl) 1609 for_all_players (pl)
1625 if (pl->ob->map == this)
1626 if (client *ns = pl->ns) 1610 if (client *ns = pl->ns)
1627 { 1611 {
1628 int dx = x - pl->ob->x; 1612 int dx = x - pl->ob->x;
1629 int dy = y - pl->ob->y; 1613 int dy = y - pl->ob->y;
1630 1614
1631 int distance = idistance (dx, dy); 1615 int distance = idistance (dx, dy);
1632 1616
1633 if (distance <= MAX_SOUND_DISTANCE) 1617 if (distance <= MAX_SOUND_DISTANCE)
1634 ns->play_sound (sound, dx, dy); 1618 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1635 } 1619 }
1636} 1620}
1637 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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