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Comparing deliantra/server/common/map.C (file contents):
Revision 1.122 by root, Thu Aug 30 05:24:14 2007 UTC vs.
Revision 1.171 by root, Sun Nov 8 16:13:45 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)) 156 && !tmp->flag [FLAG_WIZPASS])
163 return 1; 157 return 1;
164 } 158 }
165
166 } 159 }
160
167 return 0; 161 return 0;
168} 162}
169 163
170/* 164/*
171 * Returns true if the given object can't fit in the given spot. 165 * Returns qthe blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 166 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 167 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 168 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 169 * object and makes sure they can be inserted.
176 * 170 *
177 * While this doesn't call out of map, the get_map_flags does. 171 * While this doesn't call out of map, the get_map_flags does.
178 * 172 *
179 * This function has been used to deprecate arch_out_of_map - 173 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 174 * this function also does that check, and since in most cases,
191 * 185 *
192 * Note this used to be arch_blocked, but with new movement 186 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 187 * code, we need to have actual object to check its move_type
194 * against the move_block values. 188 * against the move_block values.
195 */ 189 */
196int 190bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 191object::blocked (maptile *m, int x, int y) const
198{ 192{
199 archetype *tmp; 193 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 194 {
195 mapxy pos (m, x + tmp->x, y + tmp->y);
213 196
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 197 if (!pos.normalise ())
215 { 198 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 199
218 if (flag & P_OUT_OF_MAP) 200 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 201
220 if (flag & P_IS_ALIVE) 202 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 203 return 1;
222 204
223 mapspace &ms = m1->at (sx, sy); 205 /* However, often ob doesn't have any move type
224 206 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 207 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 208 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 209 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 210 continue;
232 211
233 /* Note it is intentional that we check ob - the movement type of the 212 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 213 * head of the object should correspond for the entire object.
235 */ 214 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 215 if (ms.blocks (move_type))
237 return P_NO_PASS; 216 return 1;
238 } 217 }
239 218
240 return 0; 219 return 0;
241} 220}
242 221
244 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
245 * and insert them properly. 224 * and insert them properly.
246 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
248 */ 227 */
249void 228static void
250fix_container (object *container) 229fix_container (object *container)
251{ 230{
252 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
253 232
254 container->inv = 0; 233 container->inv = 0;
260 239
261 insert_ob_in_ob (tmp, container); 240 insert_ob_in_ob (tmp, container);
262 tmp = next; 241 tmp = next;
263 } 242 }
264 243
265 /* sum_weight will go through and calculate what all the containers are 244 // go through and calculate what all the containers are carrying.
266 * carrying. 245 //TODO: remove
267 */ 246 container->update_weight ();
268 sum_weight (container);
269} 247}
248
249//-GPL
270 250
271void 251void
272maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
273{ 253{
274 if (!spaces) 254 if (!spaces)
276 256
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 257 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 258 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 259 tmp->flag [flag] = value;
280} 260}
261
262void
263maptile::post_load_original ()
264{
265 if (!spaces)
266 return;
267
268 set_object_flag (FLAG_OBJ_ORIGINAL);
269
270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp);
273}
274
275//+GPL
281 276
282/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
285 * they are saved). 280 * they are saved).
313 op = op->above; 308 op = op->above;
314 } 309 }
315 } 310 }
316} 311}
317 312
313//-GPL
314
318/* 315/*
319 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
320 * file pointer. 317 * file pointer.
321 */ 318 */
322bool 319bool
323maptile::_load_objects (object_thawer &f) 320maptile::_load_objects (object_thawer &f)
324{ 321{
325 for (;;) 322 for (;;)
326 { 323 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 324 coroapi::cede_to_tick (); // cede once in a while
328 325
329 switch (f.kw) 326 switch (f.kw)
330 { 327 {
331 case KW_arch: 328 case KW_arch:
332 if (object *op = object::read (f, this)) 329 if (object *op = object::read (f, this))
333 { 330 {
331 // TODO: why?
334 if (op->inv) 332 if (op->inv)
335 sum_weight (op); 333 op->update_weight ();
336 334
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
336 {
337 // we insert manually because
338 // a) its way faster
339 // b) we remove manually, too, and there are good reasons for that
340 // c) it's correct
341 mapspace &ms = at (op->x, op->y);
342
343 op->flag [FLAG_REMOVED] = false;
344
345 op->above = 0;
346 op->below = ms.top;
347
348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349
350 ms.top = op;
351 ms.flags_ = 0;
352 }
353 else
354 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy ();
357 }
338 } 358 }
339 359
340 continue; 360 continue;
341 361
342 case KW_EOF: 362 case KW_EOF:
408 428
409 return true; 429 return true;
410} 430}
411 431
412bool 432bool
413maptile::_load_objects (const char *path, bool skip_header)
414{
415 object_thawer f (path);
416
417 if (!f)
418 return false;
419
420 f.next ();
421
422 if (skip_header)
423 for (;;)
424 {
425 keyword kw = f.kw;
426 f.skip ();
427 if (kw == KW_end)
428 break;
429 }
430
431 return _load_objects (f);
432}
433
434bool
435maptile::_save_objects (const char *path, int flags) 433maptile::_save_objects (const char *path, int flags)
436{ 434{
437 object_freezer freezer; 435 object_freezer freezer;
438 436
439 if (!_save_objects (freezer, flags)) 437 if (!_save_objects (freezer, flags))
451 */ 449 */
452 width = 16; 450 width = 16;
453 height = 16; 451 height = 16;
454 timeout = 300; 452 timeout = 300;
455 max_nrof = 1000; // 1000 items of anything 453 max_nrof = 1000; // 1000 items of anything
454 max_items = 25;
456 max_volume = 2000000; // 2m³ 455 max_volume = 2000000; // 2m³
457} 456}
458 457
459maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
460{ 459{
481 if (spaces) 480 if (spaces)
482 return; 481 return;
483 482
484 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
485} 484}
485
486//+GPL
486 487
487/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* Takes a string from a map definition and outputs a pointer to the array of shopitems
488 * corresponding to that string. Memory is allocated for this, it must be freed 489 * corresponding to that string. Memory is allocated for this, it must be freed
489 * at a later date. 490 * at a later date.
490 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
567 return items; 568 return items;
568} 569}
569 570
570/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
571 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
572static void 573static const char *
573print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
574{ 575{
575 int i; 576 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF];
577 577
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 578 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 579 {
581 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
582 { 581 {
583 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else 584 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 585 buf.printf ("%s;", m->shopitems[i].name);
587 } 586 }
588 else 587 else
589 { 588 {
590 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 buf.printf ("*:%d;", m->shopitems[i].strength);
592 else 591 else
593 sprintf (tmp, "*"); 592 buf.printf ("*");
594 } 593 }
595
596 strcat (output_string, tmp);
597 } 594 }
595
596 return buf;
598} 597}
598
599//-GPL
599 600
600/* This loads the header information of the map. The header 601/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 602 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 603 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an 604 * addition of tiling, fields beyond that easily named in an
611bool 612bool
612maptile::_load_header (object_thawer &thawer) 613maptile::_load_header (object_thawer &thawer)
613{ 614{
614 for (;;) 615 for (;;)
615 { 616 {
616 thawer.next ();
617
618 switch (thawer.kw) 617 switch (thawer.kw)
619 { 618 {
620 case KW_msg: 619 case KW_msg:
621 thawer.get_ml (KW_endmsg, msg); 620 thawer.get_ml (KW_endmsg, msg);
622 break; 621 break;
656 case KW_sky: thawer.get (sky); break; 655 case KW_sky: thawer.get (sky); break;
657 656
658 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
659 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
660 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break;
661 661
662 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: default_region = region::find (thawer.get_str ()); break;
663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
664 664
665 // old names new names 665 // old names new names
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 680
681 case KW_ERROR: 681 case KW_ERROR:
682 set_key (thawer.kw_str, thawer.value); 682 set_key_text (thawer.kw_str, thawer.value);
683 break; 683 break;
684 684
685 case KW_end: 685 case KW_end:
686 thawer.next ();
686 return true; 687 return true;
687 688
688 default: 689 default:
689 if (!thawer.parse_error ("map", 0)) 690 if (!thawer.parse_error ("map", 0))
690 return false; 691 return false;
691 break; 692 break;
692 } 693 }
694
695 thawer.next ();
693 } 696 }
694 697
695 abort (); 698 abort ();
696} 699}
697 700
698bool 701//+GPL
699maptile::_load_header (const char *path)
700{
701 object_thawer thawer (path);
702
703 if (!thawer)
704 return false;
705
706 return _load_header (thawer);
707}
708 702
709/****************************************************************************** 703/******************************************************************************
710 * This is the start of unique map handling code 704 * This is the start of unique map handling code
711 *****************************************************************************/ 705 *****************************************************************************/
712 706
723 717
724 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
725 unique = 1; 719 unique = 1;
726 720
727 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
728 {
729 op->destroy_inv (false);
730 op->destroy (); 722 op->destroy ();
731 }
732 723
733 op = above; 724 op = above;
734 } 725 }
735 } 726 }
736} 727}
728
729//-GPL
737 730
738bool 731bool
739maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
740{ 733{
741#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW_ ## k, k)
747 MAP_OUT (swap_time); 740 MAP_OUT (swap_time);
748 MAP_OUT (reset_time); 741 MAP_OUT (reset_time);
749 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
750 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
751 MAP_OUT (no_reset); 744 MAP_OUT (no_reset);
745 MAP_OUT (no_drop);
752 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
753
754 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
755 748
756 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
757 {
758 char shop[MAX_BUF];
759 print_shop_string (this, shop);
760 MAP_OUT2 (shopitems, shop);
761 }
762
763 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
764 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
765 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
766 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
754
767 MAP_OUT (darkness); 755 MAP_OUT (darkness);
768 MAP_OUT (width); 756 MAP_OUT (width);
769 MAP_OUT (height); 757 MAP_OUT (height);
770 MAP_OUT (enter_x); 758 MAP_OUT (enter_x);
771 MAP_OUT (enter_y); 759 MAP_OUT (enter_y);
804 return false; 792 return false;
805 793
806 return freezer.save (path); 794 return freezer.save (path);
807} 795}
808 796
797//+GPL
798
809/* 799/*
810 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
811 */ 801 */
812void 802void
813maptile::clear () 803maptile::clear ()
814{ 804{
815 sfree (regions, size ()); regions = 0;
816 delete [] regionmap; regionmap = 0;
817
818 if (spaces) 805 if (spaces)
819 { 806 {
820 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 807 for (mapspace *ms = spaces + size (); ms-- > spaces; )
821 while (object *op = ms->bot) 808 while (object *op = ms->bot)
822 { 809 {
810 // manually remove, as to not trigger anything
811 if (ms->bot = op->above)
812 ms->bot->below = 0;
813
814 op->flag [FLAG_REMOVED] = true;
815
823 op = op->head_ (); 816 object *head = op->head_ ();
824 op->destroy_inv (false); 817 if (op == head)
825 op->destroy (); 818 op->destroy ();
819 else if (head->map != op->map)
820 {
821 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
822 head->destroy ();
823 }
826 } 824 }
827 825
828 sfree (spaces, size ()), spaces = 0; 826 sfree0 (spaces, size ());
829 } 827 }
830 828
831 if (buttons) 829 if (buttons)
832 free_objectlinkpt (buttons), buttons = 0; 830 free_objectlinkpt (buttons), buttons = 0;
831
832 sfree0 (regions, size ());
833 delete [] regionmap; regionmap = 0;
833} 834}
834 835
835void 836void
836maptile::clear_header () 837maptile::clear_header ()
837{ 838{
937 op->destroy (); 938 op->destroy ();
938 } 939 }
939} 940}
940 941
941/* 942/*
942 * Updates every button on the map (by calling update_button() for them).
943 */
944void
945maptile::update_buttons ()
946{
947 for (oblinkpt *obp = buttons; obp; obp = obp->next)
948 for (objectlink *ol = obp->link; ol; ol = ol->next)
949 {
950 if (!ol->ob)
951 {
952 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
953 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
954 continue;
955 }
956
957 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
958 {
959 update_button (ol->ob);
960 break;
961 }
962 }
963}
964
965/*
966 * This routine is supposed to find out the difficulty of the map. 943 * This routine is supposed to find out the difficulty of the map.
967 * difficulty does not have a lot to do with character level, 944 * difficulty does not have a lot to do with character level,
968 * but does have a lot to do with treasure on the map. 945 * but does have a lot to do with treasure on the map.
969 * 946 *
970 * Difficulty can now be set by the map creature. If the value stored 947 * Difficulty can now be set by the map creator. If the value stored
971 * in the map is zero, then use this routine. Maps should really 948 * in the map is zero, then use this routine. Maps should really
972 * have a difficulty set than using this function - human calculation 949 * have a difficulty set rather than using this function - human calculation
973 * is much better than this functions guesswork. 950 * is much better than this function's guesswork.
974 */ 951 */
975int 952int
976maptile::estimate_difficulty () const 953maptile::estimate_difficulty () const
977{ 954{
978 long monster_cnt = 0; 955 long monster_cnt = 0;
990 967
991 if (QUERY_FLAG (op, FLAG_GENERATOR)) 968 if (QUERY_FLAG (op, FLAG_GENERATOR))
992 { 969 {
993 total_exp += op->stats.exp; 970 total_exp += op->stats.exp;
994 971
995 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 972 if (archetype *at = op->other_arch)
973 {
996 total_exp += at->stats.exp * 8; 974 total_exp += at->stats.exp * 8;
997
998 monster_cnt++; 975 monster_cnt++;
976 }
977
978 for (object *inv = op->inv; inv; inv = inv->below)
979 {
980 total_exp += op->stats.exp * 8;
981 monster_cnt++;
982 }
999 } 983 }
1000 } 984 }
1001 985
1002 avgexp = (double) total_exp / monster_cnt; 986 avgexp = (double) total_exp / monster_cnt;
1003 987
1016 * postive values make it darker, negative make it brighter 1000 * postive values make it darker, negative make it brighter
1017 */ 1001 */
1018int 1002int
1019maptile::change_map_light (int change) 1003maptile::change_map_light (int change)
1020{ 1004{
1021 int new_level = darkness + change;
1022
1023 /* Nothing to do */ 1005 /* Nothing to do */
1024 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1006 if (!change)
1025 return 0; 1007 return 0;
1026 1008
1027 /* inform all players on the map */ 1009 /* inform all players on the map */
1028 if (change > 0) 1010 if (change > 0)
1029 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1011 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1030 else 1012 else
1031 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1013 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1032 1014
1033 /* Do extra checking. since darkness is a unsigned value, 1015 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1034 * we need to be extra careful about negative values.
1035 * In general, the checks below are only needed if change
1036 * is not +/-1
1037 */
1038 if (new_level < 0)
1039 darkness = 0;
1040 else if (new_level >= MAX_DARKNESS)
1041 darkness = MAX_DARKNESS;
1042 else
1043 darkness = new_level;
1044 1016
1045 /* All clients need to get re-updated for the change */ 1017 /* All clients need to get re-updated for the change */
1046 update_all_map_los (this); 1018 update_all_map_los (this);
1019
1047 return 1; 1020 return 1;
1048} 1021}
1049 1022
1050/* 1023/*
1051 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1054 * through, etc) 1027 * through, etc)
1055 */ 1028 */
1056void 1029void
1057mapspace::update_ () 1030mapspace::update_ ()
1058{ 1031{
1059 object *tmp, *last = 0; 1032 object *last = 0;
1060 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1034 sint8 light = 0;
1061 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t nrof = 0;
1038 object *anywhere = 0;
1062 1039
1063 //object *middle = 0; 1040 //object *middle = 0;
1064 //object *top = 0; 1041 //object *top = 0;
1065 //object *floor = 0; 1042 //object *floor = 0;
1066 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1067 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1068 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1069 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1070 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1071 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1072 { 1051 {
1073 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1074 * one). But if so, it shouldn't be a simple additive - 2
1075 * light bulbs do not illuminate twice as far as once since
1076 * it is a dissapation factor that is cubed.
1077 */
1078 if (tmp->glow_radius > light)
1079 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1080 1054
1081 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1082 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1083 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1084 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1085 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1086 * 1060 *
1087 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1088 */ 1062 */
1089 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1090 { 1064 {
1091 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1092 top = tmp; 1066 top = tmp;
1093 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else
1094 { 1068 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1070 {
1095 /* If we got a floor, that means middle and top were below it, 1071 /* If we got a floor, that means middle and top were below it,
1096 * so should not be visible, so we clear them. 1072 * so should not be visible, so we clear them.
1097 */ 1073 */
1098 middle = 0; 1074 middle = 0;
1099 top = 0; 1075 top = 0;
1100 floor = tmp; 1076 floor = tmp;
1077 volume = 0;
1078 nrof = 0;
1079 }
1080 else
1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1083 {
1084 ++nrof;
1085 volume += tmp->volume ();
1086 }
1087
1088 /* Flag anywhere have high priority */
1089 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1090 anywhere = tmp;
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1096 middle = tmp;
1097 }
1101 } 1098 }
1102 /* Flag anywhere have high priority */
1103 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1104 {
1105 middle = tmp;
1106 anywhere = 1;
1107 }
1108 /* Find the highest visible face around. If equal
1109 * visibilities, we still want the one nearer to the
1110 * top
1111 */
1112 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1113 middle = tmp;
1114 }
1115
1116 if (tmp == tmp->above)
1117 {
1118 LOG (llevError, "Error in structure of map\n");
1119 exit (-1);
1120 } 1099 }
1121 1100
1122 move_slow |= tmp->move_slow; 1101 move_slow |= tmp->move_slow;
1123 move_block |= tmp->move_block; 1102 move_block |= tmp->move_block;
1124 move_on |= tmp->move_on; 1103 move_on |= tmp->move_on;
1125 move_off |= tmp->move_off; 1104 move_off |= tmp->move_off;
1126 move_allow |= tmp->move_allow; 1105 move_allow |= tmp->move_allow;
1127 1106
1128 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1107 allflags |= tmp->flag;
1129 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1108
1130 if (tmp->type == PLAYER) flags |= P_PLAYER; 1109 if (tmp->type == PLAYER) flags |= P_PLAYER;
1131 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1110 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1132 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1133 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1134 } 1111 }
1135 1112
1136 this->light = light; 1113 // FLAG_SEE_ANYWHERE takes precedence
1114 if (anywhere)
1115 middle = anywhere;
1116
1117 // ORing all flags together and checking them here is much faster
1118 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1119 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1120 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1121 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1122
1123 this->light = min (light, MAX_LIGHT_RADIUS);
1137 this->flags_ = flags; 1124 this->flags_ = flags;
1138 this->move_block = move_block & ~move_allow; 1125 this->move_block = move_block & ~move_allow;
1139 this->move_on = move_on; 1126 this->move_on = move_on;
1140 this->move_off = move_off; 1127 this->move_off = move_off;
1141 this->move_slow = move_slow; 1128 this->move_slow = move_slow;
1129 this->volume_ = volume / 1024;
1130 this->nrof_ = upos_min (nrof, 65535); // assume nrof <= 2**31
1142 1131
1143 /* At this point, we have a floor face (if there is a floor), 1132 /* At this point, we have a floor face (if there is a floor),
1144 * and the floor is set - we are not going to touch it at 1133 * and the floor is set - we are not going to touch it at
1145 * this point. 1134 * this point.
1146 * middle contains the highest visibility face. 1135 * middle contains the highest visibility face.
1161 * 1) top face is set, need middle to be set. 1150 * 1) top face is set, need middle to be set.
1162 * 2) middle is set, need to set top. 1151 * 2) middle is set, need to set top.
1163 * 3) neither middle or top is set - need to set both. 1152 * 3) neither middle or top is set - need to set both.
1164 */ 1153 */
1165 1154
1166 for (tmp = last; tmp; tmp = tmp->below) 1155 for (object *tmp = last; tmp; tmp = tmp->below)
1167 { 1156 {
1168 /* Once we get to a floor, stop, since we already have a floor object */ 1157 /* Once we get to a floor, stop, since we already have a floor object */
1169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1158 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1170 break; 1159 break;
1171 1160
1212 faces_obj [1] = middle; 1201 faces_obj [1] = middle;
1213 faces_obj [2] = floor; 1202 faces_obj [2] = floor;
1214#endif 1203#endif
1215} 1204}
1216 1205
1217uint64 1206maptile *
1218mapspace::volume () const
1219{
1220 uint64 vol = 0;
1221
1222 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1223 vol += op->volume ();
1224
1225 return vol;
1226}
1227
1228bool
1229maptile::tile_available (int dir, bool load) 1207maptile::tile_available (int dir, bool load)
1230{ 1208{
1231 if (!tile_path[dir]) 1209 if (tile_path[dir])
1232 return 0; 1210 {
1233
1234 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1211 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1235 return 1; 1212 return tile_map[dir];
1236 1213
1237 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1214 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1238 return 1; 1215 return tile_map[dir];
1216 }
1239 1217
1240 return 0; 1218 return 0;
1241} 1219}
1242 1220
1243/* this returns TRUE if the coordinates (x,y) are out of 1221/* this returns TRUE if the coordinates (x,y) are out of
1549 else 1527 else
1550 { 1528 {
1551 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1552 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1553 1531
1554 retval->part = NULL; 1532 retval->part = 0;
1555 retval->distance = idistance (retval->distance_x, retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1556 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1557 } 1535 }
1558} 1536}
1559 1537
1560/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
1571 int dx, dy; 1549 int dx, dy;
1572 1550
1573 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1574} 1552}
1575 1553
1554//-GPL
1555
1576object * 1556object *
1577maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1578{ 1558{
1579 if (!op->flag [FLAG_REMOVED])
1580 op->remove ();
1581
1582 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1583} 1560}
1584 1561
1585region * 1562region *
1586maptile::region (int x, int y) const 1563maptile::region (int x, int y) const
1595 return default_region; 1572 return default_region;
1596 1573
1597 return ::region::default_region (); 1574 return ::region::default_region ();
1598} 1575}
1599 1576
1577//+GPL
1578
1600/* picks a random object from a style map. 1579/* picks a random object from a style map.
1601 * Redone by MSW so it should be faster and not use static
1602 * variables to generate tables.
1603 */ 1580 */
1604object * 1581object *
1605maptile::pick_random_object () const 1582maptile::pick_random_object (rand_gen &gen) const
1606{ 1583{
1607 /* while returning a null object will result in a crash, that 1584 /* while returning a null object will result in a crash, that
1608 * is actually preferable to an infinite loop. That is because 1585 * is actually preferable to an infinite loop. That is because
1609 * most servers will automatically restart in case of crash. 1586 * most servers will automatically restart in case of crash.
1610 * Change the logic on getting the random space - shouldn't make 1587 * Change the logic on getting the random space - shouldn't make
1611 * any difference, but this seems clearer to me. 1588 * any difference, but this seems clearer to me.
1612 */ 1589 */
1613 for (int i = 1000; --i;) 1590 for (int i = 1000; --i;)
1614 { 1591 {
1615 object *pick = at (rndm (width), rndm (height)).bot; 1592 object *pick = at (gen (width), gen (height)).bot;
1616 1593
1617 // do not prefer big monsters just because they are big. 1594 // do not prefer big monsters just because they are big.
1618 if (pick && pick->head_ () == pick) 1595 if (pick && pick->is_head ())
1619 return pick->head_ (); 1596 return pick->head_ ();
1620 } 1597 }
1621 1598
1622 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1623 return get_archetype ("blocked"); 1600 return archetype::find (shstr_bug);
1624} 1601}
1602
1603//-GPL
1625 1604
1626void 1605void
1627maptile::play_sound (faceidx sound, int x, int y) const 1606maptile::play_sound (faceidx sound, int x, int y) const
1628{ 1607{
1629 if (!sound) 1608 if (!sound)
1630 return; 1609 return;
1631 1610
1611 for_all_players_on_map (pl, this)
1612 if (client *ns = pl->ns)
1613 {
1614 int dx = x - pl->ob->x;
1615 int dy = y - pl->ob->y;
1616
1617 int distance = idistance (dx, dy);
1618
1619 if (distance <= MAX_SOUND_DISTANCE)
1620 ns->play_sound (sound, dx, dy);
1621 }
1622}
1623
1624void
1625maptile::say_msg (const char *msg, int x, int y) const
1626{
1632 for_all_players (pl) 1627 for_all_players (pl)
1633 if (pl->ob->map == this)
1634 if (client *ns = pl->ns) 1628 if (client *ns = pl->ns)
1635 { 1629 {
1636 int dx = x - pl->ob->x; 1630 int dx = x - pl->ob->x;
1637 int dy = y - pl->ob->y; 1631 int dy = y - pl->ob->y;
1638 1632
1639 int distance = idistance (dx, dy); 1633 int distance = idistance (dx, dy);
1640 1634
1641 if (distance <= MAX_SOUND_DISTANCE) 1635 if (distance <= MAX_SOUND_DISTANCE)
1642 ns->play_sound (sound, dx, dy); 1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1643 } 1637 }
1644} 1638}
1645 1639
1640static void
1641split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1642{
1643 // clip to map to the left
1644 if (x0 < 0)
1645 {
1646 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1647 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1648
1649 if (x1 < 0) // entirely to the left
1650 return;
1651
1652 x0 = 0;
1653 }
1654
1655 // clip to map to the right
1656 if (x1 > m->width)
1657 {
1658 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1659 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1660
1661 if (x0 > m->width) // entirely to the right
1662 return;
1663
1664 x1 = m->width;
1665 }
1666
1667 // clip to map above
1668 if (y0 < 0)
1669 {
1670 if (maptile *tile = m->tile_available (TILE_UP, 1))
1671 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1672
1673 if (y1 < 0) // entirely above
1674 return;
1675
1676 y0 = 0;
1677 }
1678
1679 // clip to map below
1680 if (y1 > m->height)
1681 {
1682 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1683 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1684
1685 if (y0 > m->height) // entirely below
1686 return;
1687
1688 y1 = m->height;
1689 }
1690
1691 // if we get here, the rect is within the current map
1692 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1693
1694 r->m = m;
1695 r->x0 = x0;
1696 r->y0 = y0;
1697 r->x1 = x1;
1698 r->y1 = y1;
1699 r->dx = dx;
1700 r->dy = dy;
1701}
1702
1703maprect *
1704maptile::split_to_tiles (int x0, int y0, int x1, int y1)
1705{
1706 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1707 buf.clear ();
1708
1709 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1710
1711 // add end marker
1712 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1713 r->m = 0;
1714
1715 return (maprect *)buf.linearise ();
1716}
1717

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> Changed lines