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Comparing deliantra/server/common/map.C (file contents):
Revision 1.171 by root, Sun Nov 8 16:13:45 2009 UTC vs.
Revision 1.188 by root, Fri Apr 16 02:32:25 2010 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h"
29#include "path.h" 28#include "path.h"
30 29
31//+GPL 30//+GPL
32 31
33sint8 maptile::outdoor_darkness; 32sint8 maptile::outdoor_darkness;
150 // blocks anything but wizards. 149 // blocks anything but wizards.
151 150
152 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
153 && tmp->head_ () != ob 152 && tmp->head_ () != ob
154 && tmp != ob 153 && tmp != ob
155 && tmp->type != DOOR 154 && tmp->type != DOOR)
156 && !tmp->flag [FLAG_WIZPASS])
157 return 1; 155 return 1;
158 } 156 }
159 } 157 }
160 158
161 return 0; 159 return 0;
217 } 215 }
218 216
219 return 0; 217 return 0;
220} 218}
221 219
222/* When the map is loaded, load_object does not actually insert objects
223 * into inventory, but just links them. What this does is go through
224 * and insert them properly.
225 * The object 'container' is the object that contains the inventory.
226 * This is needed so that we can update the containers weight.
227 */
228static void
229fix_container (object *container)
230{
231 object *tmp = container->inv, *next;
232
233 container->inv = 0;
234 while (tmp)
235 {
236 next = tmp->below;
237 if (tmp->inv)
238 fix_container (tmp);
239
240 insert_ob_in_ob (tmp, container);
241 tmp = next;
242 }
243
244 // go through and calculate what all the containers are carrying.
245 //TODO: remove
246 container->update_weight ();
247}
248
249//-GPL 220//-GPL
250 221
251void 222void
252maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
253{ 224{
268 set_object_flag (FLAG_OBJ_ORIGINAL); 239 set_object_flag (FLAG_OBJ_ORIGINAL);
269 240
270 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
244}
245
246void
247maptile::post_load ()
248{
249#if 0
250 if (!spaces)
251 return;
252
253 for (mapspace *ms = spaces + size (); ms-- > spaces; )
254 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
255 ; // nop
256#endif
273} 257}
274 258
275//+GPL 259//+GPL
276 260
277/* link_multipart_objects go through all the objects on the map looking 261/* link_multipart_objects go through all the objects on the map looking
438 return false; 422 return false;
439 423
440 return freezer.save (path); 424 return freezer.save (path);
441} 425}
442 426
443maptile::maptile () 427void
428maptile::init ()
444{ 429{
445 in_memory = MAP_SWAPPED; 430 in_memory = MAP_SWAPPED;
446 431
447 /* The maps used to pick up default x and y values from the 432 /* The maps used to pick up default x and y values from the
448 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
449 */ 434 */
450 width = 16; 435 width = 16;
451 height = 16; 436 height = 16;
452 timeout = 300; 437 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
454 max_items = 25;
455 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
456}
457
458maptile::maptile (int w, int h)
459{
460 in_memory = MAP_SWAPPED;
461
462 width = w;
463 height = h;
464 reset_timeout = 0; 440 reset_timeout = 0;
465 timeout = 300;
466 enter_x = 0; 441 enter_x = 0;
467 enter_y = 0; 442 enter_y = 0;
443}
444
445maptile::maptile ()
446{
447 init ();
448}
449
450maptile::maptile (int w, int h)
451{
452 init ();
453
454 width = w;
455 height = h;
468 456
469 alloc (); 457 alloc ();
470} 458}
471 459
472/* 460/*
645 case KW_shopgreed: thawer.get (shopgreed); break; 633 case KW_shopgreed: thawer.get (shopgreed); break;
646 case KW_shopmin: thawer.get (shopmin); break; 634 case KW_shopmin: thawer.get (shopmin); break;
647 case KW_shopmax: thawer.get (shopmax); break; 635 case KW_shopmax: thawer.get (shopmax); break;
648 case KW_shoprace: thawer.get (shoprace); break; 636 case KW_shoprace: thawer.get (shoprace); break;
649 case KW_outdoor: thawer.get (outdoor); break; 637 case KW_outdoor: thawer.get (outdoor); break;
650 case KW_temp: thawer.get (temp); break;
651 case KW_pressure: thawer.get (pressure); break;
652 case KW_humid: thawer.get (humid); break;
653 case KW_windspeed: thawer.get (windspeed); break;
654 case KW_winddir: thawer.get (winddir); break;
655 case KW_sky: thawer.get (sky); break;
656 638
657 case KW_per_player: thawer.get (per_player); break; 639 case KW_per_player: thawer.get (per_player); break;
658 case KW_per_party: thawer.get (per_party); break; 640 case KW_per_party: thawer.get (per_party); break;
659 case KW_no_reset: thawer.get (no_reset); break; 641 case KW_no_reset: thawer.get (no_reset); break;
660 case KW_no_drop: thawer.get (no_drop); break; 642 case KW_no_drop: thawer.get (no_drop); break;
685 case KW_end: 667 case KW_end:
686 thawer.next (); 668 thawer.next ();
687 return true; 669 return true;
688 670
689 default: 671 default:
690 if (!thawer.parse_error ("map", 0)) 672 if (!thawer.parse_error ("map"))
691 return false; 673 return false;
692 break; 674 break;
693 } 675 }
694 676
695 thawer.next (); 677 thawer.next ();
713 int unique = 0; 695 int unique = 0;
714 for (object *op = spaces [i].bot; op; ) 696 for (object *op = spaces [i].bot; op; )
715 { 697 {
716 object *above = op->above; 698 object *above = op->above;
717 699
718 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 700 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
719 unique = 1; 701 unique = 1;
720 702
721 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 703 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
722 op->destroy (); 704 op->destroy ();
723 705
724 op = above; 706 op = above;
725 } 707 }
726 } 708 }
729//-GPL 711//-GPL
730 712
731bool 713bool
732maptile::_save_header (object_freezer &freezer) 714maptile::_save_header (object_freezer &freezer)
733{ 715{
734#define MAP_OUT(k) freezer.put (KW_ ## k, k) 716#define MAP_OUT(k) freezer.put (KW(k), k)
735#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 717#define MAP_OUT2(k,v) freezer.put (KW(k), v)
736 718
737 MAP_OUT2 (arch, "map"); 719 MAP_OUT2 (arch, CS(map));
738 720
739 if (name) MAP_OUT (name); 721 if (name) MAP_OUT (name);
740 MAP_OUT (swap_time); 722 MAP_OUT (swap_time);
741 MAP_OUT (reset_time); 723 MAP_OUT (reset_time);
742 MAP_OUT (reset_timeout); 724 MAP_OUT (reset_timeout);
750 MAP_OUT (shopgreed); 732 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 733 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 734 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 735 if (shoprace) MAP_OUT (shoprace);
754 736
755 MAP_OUT (darkness);
756 MAP_OUT (width); 737 MAP_OUT (width);
757 MAP_OUT (height); 738 MAP_OUT (height);
758 MAP_OUT (enter_x); 739 MAP_OUT (enter_x);
759 MAP_OUT (enter_y); 740 MAP_OUT (enter_y);
760 741 MAP_OUT (darkness);
761 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
762 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
763
764 MAP_OUT (outdoor); 742 MAP_OUT (outdoor);
765 MAP_OUT (temp); 743
766 MAP_OUT (pressure); 744 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
767 MAP_OUT (humid); 745 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
768 MAP_OUT (windspeed);
769 MAP_OUT (winddir);
770 MAP_OUT (sky);
771 746
772 MAP_OUT (per_player); 747 MAP_OUT (per_player);
773 MAP_OUT (per_party); 748 MAP_OUT (per_party);
774 749
775 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 750 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
776 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 751 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
777 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 752 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
778 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 753 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
779 754
780 freezer.put (this); 755 freezer.put (this);
781 freezer.put (KW_end); 756 freezer.put (KW(end));
782 757
783 return true; 758 return true;
784} 759}
785 760
786bool 761bool
871 846
872 clear (); 847 clear ();
873} 848}
874 849
875/* decay and destroy perishable items in a map */ 850/* decay and destroy perishable items in a map */
851// TODO: should be done regularly, not on map load?
876void 852void
877maptile::do_decay_objects () 853maptile::do_decay_objects ()
878{ 854{
879 if (!spaces) 855 if (!spaces)
880 return; 856 return;
882 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 858 for (mapspace *ms = spaces + size (); ms-- > spaces; )
883 for (object *above, *op = ms->bot; op; op = above) 859 for (object *above, *op = ms->bot; op; op = above)
884 { 860 {
885 above = op->above; 861 above = op->above;
886 862
863 // do not decay anything above unique floor tiles (yet :)
864 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
865 break;
866
887 bool destroy = 0; 867 bool destroy = 0;
888 868
889 // do not decay anything above unique floor tiles (yet :) 869 if (op->flag [FLAG_IS_FLOOR]
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 870 || op->flag [FLAG_OBJ_ORIGINAL]
891 break; 871 || op->flag [FLAG_UNIQUE]
892 872 || op->flag [FLAG_OVERLAY_FLOOR]
893 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 873 || op->flag [FLAG_UNPAID]
894 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
895 || QUERY_FLAG (op, FLAG_UNIQUE)
896 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
897 || QUERY_FLAG (op, FLAG_UNPAID)
898 || op->is_alive ()) 874 || op->is_alive ())
899 ; // do not decay 875 ; // do not decay
900 else if (op->is_weapon ()) 876 else if (op->is_weapon ())
901 { 877 {
902 op->stats.dam--; 878 op->stats.dam--;
927 || mat & M_LIQUID 903 || mat & M_LIQUID
928 || (mat & M_IRON && rndm (1, 5) == 1) 904 || (mat & M_IRON && rndm (1, 5) == 1)
929 || (mat & M_GLASS && rndm (1, 2) == 1) 905 || (mat & M_GLASS && rndm (1, 2) == 1)
930 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 906 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
931 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 907 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
932 || (mat & M_ICE && temp > 32)) 908 //|| (mat & M_ICE && temp > 32)
909 )
933 destroy = 1; 910 destroy = 1;
934 } 911 }
935 912
936 /* adjust overall chance below */ 913 /* adjust overall chance below */
937 if (destroy && rndm (0, 1)) 914 if (destroy && rndm (0, 1))
957 sint64 total_exp = 0; 934 sint64 total_exp = 0;
958 935
959 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 936 for (mapspace *ms = spaces + size (); ms-- > spaces; )
960 for (object *op = ms->bot; op; op = op->above) 937 for (object *op = ms->bot; op; op = op->above)
961 { 938 {
962 if (QUERY_FLAG (op, FLAG_MONSTER)) 939 if (op->flag [FLAG_MONSTER])
963 { 940 {
964 total_exp += op->stats.exp; 941 total_exp += op->stats.exp;
965 monster_cnt++; 942 monster_cnt++;
966 } 943 }
967 944
968 if (QUERY_FLAG (op, FLAG_GENERATOR)) 945 if (op->flag [FLAG_GENERATOR])
969 { 946 {
970 total_exp += op->stats.exp; 947 total_exp += op->stats.exp;
971 948
972 if (archetype *at = op->other_arch) 949 if (archetype *at = op->other_arch)
973 { 950 {
1032 object *last = 0; 1009 object *last = 0;
1033 uint8 flags = P_UPTODATE; 1010 uint8 flags = P_UPTODATE;
1034 sint8 light = 0; 1011 sint8 light = 0;
1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1012 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0; 1013 uint64_t volume = 0;
1037 uint32_t nrof = 0; 1014 uint32_t items = 0;
1038 object *anywhere = 0; 1015 object *anywhere = 0;
1016 uint8_t middle_visibility = 0;
1039 1017
1040 //object *middle = 0; 1018 //object *middle = 0;
1041 //object *top = 0; 1019 //object *top = 0;
1042 //object *floor = 0; 1020 //object *floor = 0;
1043 // this seems to generate better code than using locals, above 1021 // this seems to generate better code than using locals, above
1060 * 1038 *
1061 * Always put the player down for drawing. 1039 * Always put the player down for drawing.
1062 */ 1040 */
1063 if (expect_true (!tmp->invisible)) 1041 if (expect_true (!tmp->invisible))
1064 { 1042 {
1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1043 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1066 top = tmp; 1044 top = tmp;
1045 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1046 {
1047 /* If we got a floor, that means middle and top were below it,
1048 * so should not be visible, so we clear them.
1049 */
1050 middle = 0;
1051 top = 0;
1052 floor = tmp;
1053 volume = 0;
1054 items = 0;
1055 }
1067 else 1056 else
1068 { 1057 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1058 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1070 { 1059 {
1071 /* If we got a floor, that means middle and top were below it,
1072 * so should not be visible, so we clear them.
1073 */ 1060 ++items;
1074 middle = 0;
1075 top = 0;
1076 floor = tmp;
1077 volume = 0; 1061 volume += tmp->volume ();
1078 nrof = 0;
1079 } 1062 }
1063
1064 /* Flag anywhere have high priority */
1065 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1066 anywhere = tmp;
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1080 else 1071 */
1072 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 { 1073 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1074 middle_visibility = ::faces [tmp->face].visibility;
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; 1075 middle = tmp;
1097 } 1076 }
1098 } 1077 }
1099 } 1078 }
1100 1079
1101 move_slow |= tmp->move_slow; 1080 move_slow |= tmp->move_slow;
1124 this->flags_ = flags; 1103 this->flags_ = flags;
1125 this->move_block = move_block & ~move_allow; 1104 this->move_block = move_block & ~move_allow;
1126 this->move_on = move_on; 1105 this->move_on = move_on;
1127 this->move_off = move_off; 1106 this->move_off = move_off;
1128 this->move_slow = move_slow; 1107 this->move_slow = move_slow;
1129 this->volume_ = volume / 1024; 1108 this->volume_ = (volume + 1023) / 1024;
1130 this->nrof_ = upos_min (nrof, 65535); // assume nrof <= 2**31 1109 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1131 1110
1132 /* At this point, we have a floor face (if there is a floor), 1111 /* At this point, we have a floor face (if there is a floor),
1133 * and the floor is set - we are not going to touch it at 1112 * and the floor is set - we are not going to touch it at
1134 * this point. 1113 * this point.
1135 * middle contains the highest visibility face. 1114 * middle contains the highest visibility face.
1153 */ 1132 */
1154 1133
1155 for (object *tmp = last; tmp; tmp = tmp->below) 1134 for (object *tmp = last; tmp; tmp = tmp->below)
1156 { 1135 {
1157 /* Once we get to a floor, stop, since we already have a floor object */ 1136 /* Once we get to a floor, stop, since we already have a floor object */
1158 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1137 if (tmp->flag [FLAG_IS_FLOOR])
1159 break; 1138 break;
1160 1139
1161 /* If two top faces are already set, quit processing */ 1140 /* If two top faces are already set, quit processing */
1162 if (top && middle) 1141 if (top && middle)
1163 break; 1142 break;
1446 * 1425 *
1447 * currently, the only flag supported (0x1) is don't translate for 1426 * currently, the only flag supported (0x1) is don't translate for
1448 * closest body part of 'op1' 1427 * closest body part of 'op1'
1449 */ 1428 */
1450void 1429void
1451get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1430get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1452{ 1431{
1453 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1432 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1454 { 1433 {
1455 /* be conservative and fill in _some_ data */ 1434 /* be conservative and fill in _some_ data */
1456 retval->distance = 10000; 1435 retval->distance = 10000;
1459 retval->direction = 0; 1438 retval->direction = 0;
1460 retval->part = 0; 1439 retval->part = 0;
1461 } 1440 }
1462 else 1441 else
1463 { 1442 {
1464 object *best;
1465
1466 retval->distance_x += op2->x - op1->x; 1443 retval->distance_x += op2->x - op1->x;
1467 retval->distance_y += op2->y - op1->y; 1444 retval->distance_y += op2->y - op1->y;
1468 1445
1469 best = op1; 1446 object *best = op1;
1447
1470 /* If this is multipart, find the closest part now */ 1448 /* If this is multipart, find the closest part now */
1471 if (!(flags & 0x1) && op1->more) 1449 if (!(flags & 1) && op1->more)
1472 { 1450 {
1473 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1451 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1474 1452
1475 /* we just take the offset of the piece to head to figure 1453 /* we just take the offset of the piece to head to figure
1476 * distance instead of doing all that work above again 1454 * distance instead of doing all that work above again
1589 */ 1567 */
1590 for (int i = 1000; --i;) 1568 for (int i = 1000; --i;)
1591 { 1569 {
1592 object *pick = at (gen (width), gen (height)).bot; 1570 object *pick = at (gen (width), gen (height)).bot;
1593 1571
1594 // do not prefer big monsters just because they are big. 1572 // must be head: do not prefer big monsters just because they are big.
1595 if (pick && pick->is_head ()) 1573 if (pick && pick->is_head ())
1596 return pick->head_ (); 1574 return pick;
1597 } 1575 }
1598 1576
1599 // instead of crashing in the unlikely(?) case, try to return *something* 1577 // instead of crashing in the unlikely(?) case, try to return *something*
1600 return archetype::find (shstr_bug); 1578 return archetype::find (shstr_bug);
1601} 1579}
1634 1612
1635 if (distance <= MAX_SOUND_DISTANCE) 1613 if (distance <= MAX_SOUND_DISTANCE)
1636 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg); 1614 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1637 } 1615 }
1638} 1616}
1617
1618dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1639 1619
1640static void 1620static void
1641split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1621split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1642{ 1622{
1643 // clip to map to the left 1623 // clip to map to the left
1699 r->dx = dx; 1679 r->dx = dx;
1700 r->dy = dy; 1680 r->dy = dy;
1701} 1681}
1702 1682
1703maprect * 1683maprect *
1704maptile::split_to_tiles (int x0, int y0, int x1, int y1) 1684maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1705{ 1685{
1706 static dynbuf buf (sizeof (maprect) * 8, sizeof (maprect) * 8);
1707 buf.clear (); 1686 buf.clear ();
1708 1687
1709 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0); 1688 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1710 1689
1711 // add end marker 1690 // add end marker

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