ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.185 by root, Sun Apr 11 04:09:56 2010 UTC vs.
Revision 1.220 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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.
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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <unistd.h> 25#include <unistd.h>
26 26
59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
60} 60}
61 61
62/* 62/*
63 * Returns true if the given coordinate is blocked except by the 63 * Returns true if the given coordinate is blocked except by the
64 * object passed is not blocking. This is used with 64 * object passed is not blocking. This is used with
65 * multipart monsters - if we want to see if a 2x2 monster 65 * multipart monsters - if we want to see if a 2x2 monster
66 * can move 1 space to the left, we don't want its own area 66 * can move 1 space to the left, we don't want its own area
67 * to block it from moving there. 67 * to block it from moving there.
68 * Returns TRUE if the space is blocked by something other than the 68 * Returns TRUE if the space is blocked by something other than the
69 * monster. 69 * monster.
77 /* Make sure the coordinates are valid - they should be, as caller should 77 /* Make sure the coordinates are valid - they should be, as caller should
78 * have already checked this. 78 * have already checked this.
79 */ 79 */
80 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
81 { 81 {
82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
83 return 1; 83 return 1;
84 } 84 }
85 85
86 mapspace &ms = m->at (sx, sy); 86 mapspace &ms = m->at (sx, sy);
87 87
90 90
91 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
92 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
93 * things we need to do for players. 93 * things we need to do for players.
94 */ 94 */
95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
96 return 0; 96 return 0;
97 97
98 /* if there isn't anything alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
99 * otherwise blocked, we can return now. Only if there is a living 99 * otherwise blocked, we can return now. Only if there is a living
100 * creature do we need to investigate if it is part of this creature 100 * creature do we need to investigate if it is part of this creature
110 /* We basically go through the stack of objects, and if there is 110 /* We basically go through the stack of objects, and if there is
111 * some other object that has NO_PASS or FLAG_ALIVE set, return 111 * some other object that has NO_PASS or FLAG_ALIVE set, return
112 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
113 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
114 */ 114 */
115 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
116 { 116 {
117 if (OB_MOVE_BLOCK (ob, tmp)) 117 if (OB_MOVE_BLOCK (ob, tmp))
118 { 118 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0)) 120 if (RESULT_INT (0))
144 return 1; // unconditional block 144 return 1; // unconditional block
145 145
146 } else { 146 } else {
147 // space does not block the ob, directly, but 147 // space does not block the ob, directly, but
148 // anything alive that is not a door still 148 // anything alive that is not a door still
149 // blocks anything but wizards. 149 // blocks anything
150 150
151 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
152 && tmp->head_ () != ob
153 && tmp != ob
154 && tmp->type != DOOR) 152 && tmp->type != DOOR
153 && tmp->head_ () != ob) //TODO: maybe move these check up?
155 return 1; 154 return 1;
156 } 155 }
157 } 156 }
158 157
159 return 0; 158 return 0;
160} 159}
161 160
162/* 161/*
163 * Returns qthe blocking object if the given object can't fit in the given 162 * Returns the blocking object if the given object can't fit in the given
164 * spot. This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
165 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
166 * of object. This function goes through all the parts of the multipart 165 * of object. This function goes through all the parts of the multipart
167 * object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
168 * 167 *
312 case KW_arch: 311 case KW_arch:
313 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
314 { 313 {
315 // TODO: why? 314 // TODO: why?
316 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
317 op->update_weight (); 318 op->update_weight ();
319 }
318 320
319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 { 322 {
321 // we insert manually because 323 // we insert manually because
322 // a) its way faster 324 // a) its way faster
359} 361}
360 362
361void 363void
362maptile::activate () 364maptile::activate ()
363{ 365{
364 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
365 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
366 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
367 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
368} 376}
369 377
370void 378void
371maptile::deactivate () 379maptile::deactivate ()
372{ 380{
373 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
374 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
377} 389}
378 390
379bool 391bool
380maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
381{ 393{
422 return false; 434 return false;
423 435
424 return freezer.save (path); 436 return freezer.save (path);
425} 437}
426 438
427maptile::maptile () 439void
440maptile::init ()
428{ 441{
429 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
430 443
431 /* The maps used to pick up default x and y values from the 444 /* The maps used to pick up default x and y values from the
432 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
433 */ 446 */
434 width = 16; 447 width = 16;
435 height = 16; 448 height = 16;
436 timeout = 300; 449 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION; 450 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
439}
440
441maptile::maptile (int w, int h)
442{
443 in_memory = MAP_SWAPPED;
444
445 width = w;
446 height = h;
447 reset_timeout = 0; 452 reset_timeout = 0;
448 timeout = 300;
449 enter_x = 0; 453 enter_x = 0;
450 enter_y = 0; 454 enter_y = 0;
455}
456
457maptile::maptile ()
458{
459 init ();
460}
461
462maptile::maptile (int w, int h)
463{
464 init ();
465
466 width = w;
467 height = h;
451 468
452 alloc (); 469 alloc ();
453} 470}
454 471
455/* 472/*
466 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
467} 484}
468 485
469//+GPL 486//+GPL
470 487
471/* 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
472 * 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
473 * at a later date. 490 * at a later date.
474 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
475 */ 492 */
476static shopitems * 493static shopitems *
477parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
526 *q = '\0'; 543 *q = '\0';
527 544
528 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
529 if (current_type) 546 if (current_type)
530 { 547 {
531 items[i].name = current_type->name; 548 items[i].name = current_type->name;
532 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
533 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
534 } 551 }
535 else 552 else
536 { /* oh uh, something's wrong, let's free up this one, and try 553 { /* oh uh, something's wrong, let's free up this one, and try
537 * the next entry while we're at it, better print a warning 554 * the next entry while we're at it, better print a warning
538 */ 555 */
539 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 556 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
540 } 557 }
541 } 558 }
542 559
555 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
556static const char * 573static const char *
557print_shop_string (maptile *m) 574print_shop_string (maptile *m)
558{ 575{
559 static dynbuf_text buf; buf.clear (); 576 static dynbuf_text buf; buf.clear ();
577 bool first = true;
560 578
561 for (int i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
562 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
563 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
564 { 587 {
565 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
567 else 590 else
568 buf.printf ("%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
569 } 592 }
570 else 593 else
571 { 594 {
572 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
573 buf.printf ("*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
574 else 597 else
575 buf.printf ("*"); 598 buf.printf ("*");
576 } 599 }
577 } 600 }
578 601
601 { 624 {
602 case KW_msg: 625 case KW_msg:
603 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
604 break; 627 break;
605 628
606 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
607 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
608 break; 631 break;
609 632
610 case KW_maplore: 633 case KW_maplore:
611 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
634 case KW_per_player: thawer.get (per_player); break; 657 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 658 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 659 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break; 660 case KW_no_drop: thawer.get (no_drop); break;
638 661
639 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
641 664
642 // old names new names 665 // old names new names
643 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 666 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
644 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 667 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
648 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
649 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
650 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
651 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 674 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
652 675
653 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
654 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
655 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
656 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
657 682
658 case KW_ERROR: 683 case KW_ERROR:
659 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
660 break; 685 break;
661 686
662 case KW_end: 687 case KW_end:
663 thawer.next (); 688 thawer.next ();
664 return true; 689 return true;
665 690
666 default: 691 default:
667 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
668 return false; 693 return false;
669 break; 694 break;
670 } 695 }
671 696
672 thawer.next (); 697 thawer.next ();
740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
741 766
742 MAP_OUT (per_player); 767 MAP_OUT (per_player);
743 MAP_OUT (per_party); 768 MAP_OUT (per_party);
744 769
745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
749 776
750 freezer.put (this); 777 freezer.put (this);
751 freezer.put (KW(end)); 778 freezer.put (KW(end));
752 779
753 return true; 780 return true;
810 msg = 0; 837 msg = 0;
811 maplore = 0; 838 maplore = 0;
812 shoprace = 0; 839 shoprace = 0;
813 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
814 841
815 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
816 tile_path [i] = 0; 843 tile_path [i] = 0;
817} 844}
818 845
819maptile::~maptile () 846maptile::~maptile ()
820{ 847{
827 /* We need to look through all the maps and see if any maps 854 /* We need to look through all the maps and see if any maps
828 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
829 * tiling can be asymetric, we just can not look to see which 856 * tiling can be asymetric, we just can not look to see which
830 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
831 */ 858 */
832 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
833 if (tile_map[i] == m) 860 if (tile_map[i] == m)
834 tile_map[i] = 0; 861 tile_map[i] = 0;
835} 862}
836 863
837void 864void
990 update_all_map_los (this); 1017 update_all_map_los (this);
991 1018
992 return 1; 1019 return 1;
993} 1020}
994 1021
995/* 1022/*
996 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
997 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
998 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
999 * through, etc) 1026 * through, etc)
1000 */ 1027 */
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1105 1132
1106 /* At this point, we have a floor face (if there is a floor), 1133 /* At this point, we have a floor face (if there is a floor),
1107 * and the floor is set - we are not going to touch it at 1134 * and the floor is set - we are not going to touch it at
1108 * this point. 1135 * this point.
1109 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1110 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1111 * 1138 *
1112 * We now need to fill in top.face and/or middle.face. 1139 * We now need to fill in top.face and/or middle.face.
1113 */ 1140 */
1114 1141
1115 /* If the top face also happens to be high visibility, re-do our 1142 /* If the top face also happens to be high visibility, re-do our
1116 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1117 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1118 * may be possible for the faces to match but be different objects. 1145 * may be possible for the faces to match but be different objects.
1119 */ 1146 */
1120 if (top == middle) 1147 if (top == middle)
1121 middle = 0; 1148 middle = 0;
1122 1149
1151 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1152 * middle is not set 1179 * middle is not set
1153 * 1180 *
1154 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1155 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1156 * 1183 *
1157 */ 1184 */
1158 if (tmp != top) 1185 if (tmp != top)
1159 { 1186 {
1160 middle = tmp; 1187 middle = tmp;
1161 break; 1188 break;
1168 middle = 0; 1195 middle = 0;
1169 1196
1170 if (top == middle) 1197 if (top == middle)
1171 middle = 0; 1198 middle = 0;
1172 1199
1200 // set lower map transparent floor flag if applicable
1201 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 mapspace &ms = m->at (floor->x, floor->y);
1208 ms.update ();
1209
1210 if (object *floor2 = ms.faces_obj [2])
1211 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1212 {
1213 floor->set_anim_frame (1);
1214 top = floor;
1215 middle = ms.faces_obj [0];
1216 floor = floor2;
1217 }
1218
1219 ms.pflags |= PF_VIS_UP;
1220 }
1221 }
1222
1173#if 0 1223#if 0
1174 faces_obj [0] = top; 1224 faces_obj [0] = top;
1175 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1176 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1177#endif 1227#endif
1178} 1228}
1179 1229
1230void
1231mapspace::update_up ()
1232{
1233 // invalidate up
1234 if (!(pflags & PF_VIS_UP))
1235 return;
1236
1237 pflags &= ~PF_VIS_UP;
1238
1239 if (bot)
1240 if (maptile *m = bot->map->tile_map [TILE_UP])
1241 m->at (bot->x, bot->y).invalidate ();
1242}
1243
1180maptile * 1244maptile *
1181maptile::tile_available (int dir, bool load) 1245maptile::tile_available (int dir, bool load)
1182{ 1246{
1247 // map is there and we don't need to load it OR it's loaded => return what we have
1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1249 return tile_map [dir];
1250
1183 if (tile_path[dir]) 1251 if (tile_path [dir])
1184 { 1252 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1253 // well, try to locate it then, if possible - maybe it's there already
1254 // this is the ONLY place in the server that links maps with each other,
1255 // so any kind of inter-map stuff has to be initiated here.
1256 if (maptile *m = find_async (tile_path [dir], this, load))
1257 {
1258 bool mismatch = false;
1259
1260 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1261 if (width != m->width)
1262 mismatch = true;
1263
1264 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1265 if (height != m->height)
1266 mismatch = true;
1267
1268 if (mismatch)
1269 {
1270 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1271 dir, &path, &m->path);
1272 m = 0;
1273 }
1274 else if (0)//D
1275 {
1276 // as an optimisation, link us against the other map if the other map
1277 // has us as neighbour, which is very common, but not guaranteed.
1278 int dir2 = REVERSE_TILE_DIR (dir);
1279
1280 if (m->tile_path [dir2] == path)
1281 m->tile_map [dir2] = this;
1282 }
1283
1284
1186 return tile_map[dir]; 1285 return tile_map [dir] = m;
1187 1286 }
1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189 return tile_map[dir];
1190 } 1287 }
1191 1288
1192 return 0; 1289 return 0;
1193} 1290}
1194 1291
1195/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1196 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1197 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1198 * This is the function should always be used when it 1295 * This is the function should always be used when it
1199 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
1200 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
1201 * tiled maps. 1298 * tiled maps.
1202 */ 1299 */
1203int 1300int
1204out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
1205{ 1302{
1210 if (!m) 1307 if (!m)
1211 return 0; 1308 return 0;
1212 1309
1213 if (x < 0) 1310 if (x < 0)
1214 { 1311 {
1215 if (!m->tile_available (3)) 1312 if (!m->tile_available (TILE_WEST))
1216 return 1; 1313 return 1;
1217 1314
1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1315 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1219 } 1316 }
1220 1317
1221 if (x >= m->width) 1318 if (x >= m->width)
1222 { 1319 {
1223 if (!m->tile_available (1)) 1320 if (!m->tile_available (TILE_EAST))
1224 return 1; 1321 return 1;
1225 1322
1226 return out_of_map (m->tile_map[1], x - m->width, y); 1323 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1227 } 1324 }
1228 1325
1229 if (y < 0) 1326 if (y < 0)
1230 { 1327 {
1231 if (!m->tile_available (0)) 1328 if (!m->tile_available (TILE_NORTH))
1232 return 1; 1329 return 1;
1233 1330
1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1331 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1235 } 1332 }
1236 1333
1237 if (y >= m->height) 1334 if (y >= m->height)
1238 { 1335 {
1239 if (!m->tile_available (2)) 1336 if (!m->tile_available (TILE_SOUTH))
1240 return 1; 1337 return 1;
1241 1338
1242 return out_of_map (m->tile_map[2], x, y - m->height); 1339 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1243 } 1340 }
1244 1341
1245 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1246 * map. 1343 * map.
1247 */ 1344 */
1249} 1346}
1250 1347
1251/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1252 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1253 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1254 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1255 * updates x and y to be the localised coordinates. 1352 * updates x and y to be the localised coordinates.
1256 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1257 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1258 */ 1355 */
1259maptile * 1356maptile *
1260maptile::xy_find (sint16 &x, sint16 &y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1261{ 1358{
1262 if (x < 0) 1359 if (x < 0)
1263 { 1360 {
1264 if (!tile_available (3)) 1361 if (!tile_available (TILE_WEST))
1265 return 0; 1362 return 0;
1266 1363
1267 x += tile_map[3]->width; 1364 x += tile_map [TILE_WEST]->width;
1268 return tile_map[3]->xy_find (x, y); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
1269 } 1366 }
1270 1367
1271 if (x >= width) 1368 if (x >= width)
1272 { 1369 {
1273 if (!tile_available (1)) 1370 if (!tile_available (TILE_EAST))
1274 return 0; 1371 return 0;
1275 1372
1276 x -= width; 1373 x -= width;
1277 return tile_map[1]->xy_find (x, y); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
1278 } 1375 }
1279 1376
1280 if (y < 0) 1377 if (y < 0)
1281 { 1378 {
1282 if (!tile_available (0)) 1379 if (!tile_available (TILE_NORTH))
1283 return 0; 1380 return 0;
1284 1381
1285 y += tile_map[0]->height; 1382 y += tile_map [TILE_NORTH]->height;
1286 return tile_map[0]->xy_find (x, y); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
1287 } 1384 }
1288 1385
1289 if (y >= height) 1386 if (y >= height)
1290 { 1387 {
1291 if (!tile_available (2)) 1388 if (!tile_available (TILE_SOUTH))
1292 return 0; 1389 return 0;
1293 1390
1294 y -= height; 1391 y -= height;
1295 return tile_map[2]->xy_find (x, y); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
1296 } 1393 }
1297 1394
1298 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1299 * map. 1396 * map.
1300 */ 1397 */
1304/** 1401/**
1305 * Return whether map2 is adjacent to map1. If so, store the distance from 1402 * Return whether map2 is adjacent to map1. If so, store the distance from
1306 * map1 to map2 in dx/dy. 1403 * map1 to map2 in dx/dy.
1307 */ 1404 */
1308int 1405int
1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1406adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1310{ 1407{
1311 if (!map1 || !map2) 1408 if (!map1 || !map2)
1312 return 0; 1409 return 0;
1313 1410
1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1411 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1316 if (map1 == map2) 1413 if (map1 == map2)
1317 { 1414 {
1318 *dx = 0; 1415 *dx = 0;
1319 *dy = 0; 1416 *dy = 0;
1320 } 1417 }
1321 else if (map1->tile_map[0] == map2) 1418 else if (map1->tile_available (TILE_NORTH, false) == map2)
1322 { /* up */ 1419 {
1323 *dx = 0; 1420 *dx = 0;
1324 *dy = -map2->height; 1421 *dy = -map2->height;
1325 } 1422 }
1326 else if (map1->tile_map[1] == map2) 1423 else if (map1->tile_available (TILE_EAST , false) == map2)
1327 { /* right */ 1424 {
1328 *dx = map1->width; 1425 *dx = map1->width;
1329 *dy = 0; 1426 *dy = 0;
1330 } 1427 }
1331 else if (map1->tile_map[2] == map2) 1428 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1332 { /* down */ 1429 {
1333 *dx = 0; 1430 *dx = 0;
1334 *dy = map1->height; 1431 *dy = map1->height;
1335 } 1432 }
1336 else if (map1->tile_map[3] == map2) 1433 else if (map1->tile_available (TILE_WEST , false) == map2)
1337 { /* left */ 1434 {
1338 *dx = -map2->width; 1435 *dx = -map2->width;
1339 *dy = 0; 1436 *dy = 0;
1340 } 1437 }
1341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1438 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1342 { /* up right */ 1439 { /* up right */
1343 *dx = map1->tile_map[0]->width; 1440 *dx = +map1->tile_map[TILE_NORTH]->width;
1344 *dy = -map1->tile_map[0]->height; 1441 *dy = -map1->tile_map[TILE_NORTH]->height;
1345 } 1442 }
1346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1443 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1347 { /* up left */ 1444 { /* up left */
1348 *dx = -map2->width; 1445 *dx = -map2->width;
1349 *dy = -map1->tile_map[0]->height; 1446 *dy = -map1->tile_map[TILE_NORTH]->height;
1350 } 1447 }
1351 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1448 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1352 { /* right up */ 1449 { /* right up */
1353 *dx = map1->width; 1450 *dx = +map1->width;
1354 *dy = -map2->height; 1451 *dy = -map2->height;
1355 } 1452 }
1356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1453 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1357 { /* right down */ 1454 { /* right down */
1358 *dx = map1->width; 1455 *dx = +map1->width;
1359 *dy = map1->tile_map[1]->height; 1456 *dy = +map1->tile_map[TILE_EAST]->height;
1360 } 1457 }
1361 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1458 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1362 { /* down right */ 1459 { /* down right */
1363 *dx = map1->tile_map[2]->width; 1460 *dx = +map1->tile_map[TILE_SOUTH]->width;
1364 *dy = map1->height; 1461 *dy = +map1->height;
1365 } 1462 }
1366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1463 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1367 { /* down left */ 1464 { /* down left */
1368 *dx = -map2->width; 1465 *dx = -map2->width;
1369 *dy = map1->height; 1466 *dy = +map1->height;
1370 } 1467 }
1371 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1468 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1372 { /* left up */ 1469 { /* left up */
1373 *dx = -map1->tile_map[3]->width; 1470 *dx = -map1->tile_map[TILE_WEST]->width;
1374 *dy = -map2->height; 1471 *dy = -map2->height;
1375 } 1472 }
1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1473 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1377 { /* left down */ 1474 { /* left down */
1378 *dx = -map1->tile_map[3]->width; 1475 *dx = -map1->tile_map[TILE_WEST]->width;
1379 *dy = map1->tile_map[3]->height; 1476 *dy = +map1->tile_map[TILE_WEST]->height;
1380 } 1477 }
1381 else 1478 else
1382 return 0; 1479 return 0;
1383 1480
1384 return 1; 1481 return 1;
1407 * so you just can not look the the map coordinates and get the 1504 * so you just can not look the the map coordinates and get the
1408 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1409 * can be negative. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1410 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1411 * monster that is closest. 1508 * monster that is closest.
1412 * 1509 *
1413 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1414 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1415 * We already trust that the caller has verified that the 1512 * We already trust that the caller has verified that the
1416 * two objects are at least on adjacent maps. If not, 1513 * two objects are at least on adjacent maps. If not,
1417 * results are not likely to be what is desired. 1514 * results are not likely to be what is desired.
1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags) 1522get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1426{ 1523{
1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1524 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1428 { 1525 {
1429 /* be conservative and fill in _some_ data */ 1526 /* be conservative and fill in _some_ data */
1430 retval->distance = 10000; 1527 retval->distance = 10000;
1431 retval->distance_x = 10000; 1528 retval->distance_x = 10000;
1432 retval->distance_y = 10000; 1529 retval->distance_y = 10000;
1433 retval->direction = 0; 1530 retval->direction = 0;
1434 retval->part = 0; 1531 retval->part = 0;
1435 } 1532 }
1436 else 1533 else
1437 { 1534 {
1438 retval->distance_x += op2->x - op1->x; 1535 retval->distance_x += op2->x - op1->x;
1439 retval->distance_y += op2->y - op1->y; 1536 retval->distance_y += op2->y - op1->y;
1441 object *best = op1; 1538 object *best = op1;
1442 1539
1443 /* If this is multipart, find the closest part now */ 1540 /* If this is multipart, find the closest part now */
1444 if (!(flags & 1) && op1->more) 1541 if (!(flags & 1) && op1->more)
1445 { 1542 {
1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1543 int best_distance = idistance (retval->distance_x, retval->distance_y);
1447 1544
1448 /* we just take the offset of the piece to head to figure 1545 /* we just take the offset of the piece to head to figure
1449 * distance instead of doing all that work above again 1546 * distance instead of doing all that work above again
1450 * since the distance fields we set above are positive in the 1547 * since the distance fields we set above are positive in the
1451 * same axis as is used for multipart objects, the simply arithmetic 1548 * same axis as is used for multipart objects, the simply arithmetic
1452 * below works. 1549 * below works.
1453 */ 1550 */
1454 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1551 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1455 { 1552 {
1456 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1553 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1554
1458 if (tmpi < best_distance) 1555 if (tmpi < best_distance)
1459 { 1556 {
1460 best_distance = tmpi; 1557 best_distance = tmpi;
1461 best = tmp; 1558 best = tmp;
1462 } 1559 }
1463 } 1560 }
1464 1561
1465 if (best != op1) 1562 if (best != op1)
1466 { 1563 {
1467 retval->distance_x += op1->x - best->x; 1564 retval->distance_x += op1->x - best->x;
1468 retval->distance_y += op1->y - best->y; 1565 retval->distance_y += op1->y - best->y;
1469 } 1566 }
1470 } 1567 }
1471 1568
1472 retval->part = best; 1569 retval->part = best;
1473 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1570 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1474 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1475 } 1572 }
1476} 1573}
1477 1574
1478/* this is basically the same as get_rangevector above, but instead of 1575/* this is basically the same as get_rangevector above, but instead of
1479 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1480 * and x,y coordinates - this is used for path to player - 1577 * and x,y coordinates - this is used for path to player -
1481 * since the object is not infact moving but we are trying to traverse 1578 * since the object is not infact moving but we are trying to traverse
1482 * the path, we need this. 1579 * the path, we need this.
1483 * flags has no meaning for this function at this time - I kept it in to 1580 * flags has no meaning for this function at this time - I kept it in to
1484 * be more consistant with the above function and also in case they are needed 1581 * be more consistant with the above function and also in case they are needed
1485 * for something in the future. Also, since no object is pasted, the best 1582 * for something in the future. Also, since no object is pasted, the best
1486 * field of the rv_vector is set to NULL. 1583 * field of the rv_vector is set to NULL.
1487 */ 1584 */
1488void 1585void
1489get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1586get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1490{ 1587{
1491 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1588 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1492 { 1589 {
1493 /* be conservative and fill in _some_ data */ 1590 /* be conservative and fill in _some_ data */
1494 retval->distance = 100000; 1591 retval->distance = 100000;
1495 retval->distance_x = 32767; 1592 retval->distance_x = 32767;
1496 retval->distance_y = 32767; 1593 retval->distance_y = 32767;
1497 retval->direction = 0; 1594 retval->direction = 0;
1498 retval->part = 0; 1595 retval->part = 0;
1499 } 1596 }
1500 else 1597 else
1501 { 1598 {
1502 retval->distance_x += op2->x - x; 1599 retval->distance_x += op2->x - x;
1503 retval->distance_y += op2->y - y; 1600 retval->distance_y += op2->y - y;
1504 1601
1505 retval->part = 0; 1602 retval->part = 0;
1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1603 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1604 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1508 } 1605 }
1509} 1606}
1510 1607
1511/* Returns true of op1 and op2 are effectively on the same map 1608/* Returns true of op1 and op2 are effectively on the same map
1512 * (as related to map tiling). Note that this looks for a path from 1609 * (as related to map tiling). Note that this looks for a path from
1562 */ 1659 */
1563 for (int i = 1000; --i;) 1660 for (int i = 1000; --i;)
1564 { 1661 {
1565 object *pick = at (gen (width), gen (height)).bot; 1662 object *pick = at (gen (width), gen (height)).bot;
1566 1663
1567 // do not prefer big monsters just because they are big. 1664 // must be head: do not prefer big monsters just because they are big.
1568 if (pick && pick->is_head ()) 1665 if (pick && pick->is_head ())
1569 return pick->head_ (); 1666 return pick;
1570 } 1667 }
1571 1668
1572 // instead of crashing in the unlikely(?) case, try to return *something* 1669 // instead of crashing in the unlikely(?) case, try to return *something*
1573 return archetype::find (shstr_bug); 1670 return archetype::find (shstr_bug);
1574} 1671}
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1713split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{ 1714{
1618 // clip to map to the left 1715 // clip to map to the left
1619 if (x0 < 0) 1716 if (x0 < 0)
1620 { 1717 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1718 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1719 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623 1720
1624 if (x1 < 0) // entirely to the left 1721 if (x1 < 0) // entirely to the left
1625 return; 1722 return;
1626 1723
1628 } 1725 }
1629 1726
1630 // clip to map to the right 1727 // clip to map to the right
1631 if (x1 > m->width) 1728 if (x1 > m->width)
1632 { 1729 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1731 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635 1732
1636 if (x0 > m->width) // entirely to the right 1733 if (x0 >= m->width) // entirely to the right
1637 return; 1734 return;
1638 1735
1639 x1 = m->width; 1736 x1 = m->width;
1640 } 1737 }
1641 1738
1642 // clip to map above 1739 // clip to map to the north
1643 if (y0 < 0) 1740 if (y0 < 0)
1644 { 1741 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1743 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647 1744
1648 if (y1 < 0) // entirely above 1745 if (y1 < 0) // entirely to the north
1649 return; 1746 return;
1650 1747
1651 y0 = 0; 1748 y0 = 0;
1652 } 1749 }
1653 1750
1654 // clip to map below 1751 // clip to map to the south
1655 if (y1 > m->height) 1752 if (y1 > m->height)
1656 { 1753 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1755 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659 1756
1660 if (y0 > m->height) // entirely below 1757 if (y0 >= m->height) // entirely to the south
1661 return; 1758 return;
1662 1759
1663 y1 = m->height; 1760 y1 = m->height;
1664 } 1761 }
1665 1762

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines