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Comparing deliantra/server/common/map.C (file contents):
Revision 1.147 by root, Mon Sep 29 10:20:48 2008 UTC vs.
Revision 1.186 by root, Tue Apr 13 02:39:52 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 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 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 <support@deliantra.net> 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 "loader.h"
28#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
29 33
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those 37 * new values into newmap, nx, and ny. Any and all of those
68 * by the caller. 72 * by the caller.
69 */ 73 */
70int 74int
71blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
72{ 76{
73 object *tmp;
74 int mflags, blocked;
75
76 /* 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
77 * have already checked this. 78 * have already checked this.
78 */ 79 */
79 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
80 { 81 {
81 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
82 return 1; 83 return 1;
83 } 84 }
84 85
85 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
86 * directly.
87 */
88 mflags = m->at (sx, sy).flags ();
89 87
90 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
91 90
92 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
93 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
94 * things we need to do for players. 93 * things we need to do for players.
95 */ 94 */
96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
97 return 0; 96 return 0;
98 97
99 /* if there isn't anytyhing alive on this space, and this space isn't 98 /* if there isn't anything alive on this space, and this space isn't
100 * 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
101 * 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
102 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
103 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
104 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
111 /* 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
112 * 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
113 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
114 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
115 */ 114 */
116 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
117 { 116 {
118 117 if (OB_MOVE_BLOCK (ob, tmp))
119 /* This must be before the checks below. Code for inventory checkers. */
120 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
121 { 118 {
122 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
123 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
124 * pass through this space. 121 return 1;
125 */ 122 else
126 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
127 { 126 {
128 if (check_inv_recursive (ob, tmp) == NULL) 127 bool have = check_inv_recursive (ob, tmp);
128
129 // last_sp set means we block if we don't have.
130 if (logical_xor (have, tmp->last_sp))
129 return 1; 131 return 1;
130 else 132 }
131 continue; 133 else if (tmp->type == T_MATCH)
134 {
135 // T_MATCH allows "entrance" iff the match is true
136 // == blocks if the match fails
137
138 // we could have used an INVOKE_OBJECT, but decided against it, as we
139 // assume that T_MATCH is relatively common.
140 if (!match (tmp->slaying, ob, tmp, ob))
141 return 1;
132 } 142 }
133 else 143 else
134 { 144 return 1; // unconditional block
135 /* In this case, the player must not have the object - 145
136 * if they do, they can't pass through.
137 */
138 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
139 return 1;
140 else
141 continue;
142 }
143 } /* if check_inv */
144 else 146 } else {
145 { 147 // space does not block the ob, directly, but
146 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
147 * this more readable. first check - if the space blocks 149 // blocks anything but wizards.
148 * movement, can't move here.
149 * second - if a monster, can't move there, unless it is a
150 * hidden dm
151 */
152 if (OB_MOVE_BLOCK (ob, tmp))
153 return 1;
154 150
155 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
156 && tmp->head_ () != ob 152 && tmp->head_ () != ob
157 && tmp != ob 153 && tmp != ob
158 && tmp->type != DOOR 154 && tmp->type != DOOR)
159 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
160 return 1; 155 return 1;
161 } 156 }
162
163 } 157 }
158
164 return 0; 159 return 0;
165} 160}
166 161
167/* 162/*
168 * Returns qthe blocking object if the given object can't fit in the given 163 * Returns qthe blocking object if the given object can't fit in the given
220 } 215 }
221 216
222 return 0; 217 return 0;
223} 218}
224 219
225/* When the map is loaded, load_object does not actually insert objects 220//-GPL
226 * into inventory, but just links them. What this does is go through
227 * and insert them properly.
228 * The object 'container' is the object that contains the inventory.
229 * This is needed so that we can update the containers weight.
230 */
231void
232fix_container (object *container)
233{
234 object *tmp = container->inv, *next;
235
236 container->inv = 0;
237 while (tmp)
238 {
239 next = tmp->below;
240 if (tmp->inv)
241 fix_container (tmp);
242
243 insert_ob_in_ob (tmp, container);
244 tmp = next;
245 }
246
247 // go through and calculate what all the containers are carrying.
248 //TODO: remove
249 container->update_weight ();
250}
251 221
252void 222void
253maptile::set_object_flag (int flag, int value) 223maptile::set_object_flag (int flag, int value)
254{ 224{
255 if (!spaces) 225 if (!spaces)
270 240
271 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 241 for (mapspace *ms = spaces + size (); ms-- > spaces; )
272 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 242 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
273 INVOKE_OBJECT (RESET, tmp); 243 INVOKE_OBJECT (RESET, tmp);
274} 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
257}
258
259//+GPL
275 260
276/* 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
277 * for objects whose arch says they are multipart yet according to the 262 * for objects whose arch says they are multipart yet according to the
278 * info we have, they only have the head (as would be expected when 263 * info we have, they only have the head (as would be expected when
279 * they are saved). 264 * they are saved).
307 op = op->above; 292 op = op->above;
308 } 293 }
309 } 294 }
310} 295}
311 296
297//-GPL
298
312/* 299/*
313 * Loads (ands parses) the objects into a given map from the specified 300 * Loads (ands parses) the objects into a given map from the specified
314 * file pointer. 301 * file pointer.
315 */ 302 */
316bool 303bool
332 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
333 { 320 {
334 // we insert manually because 321 // we insert manually because
335 // a) its way faster 322 // a) its way faster
336 // b) we remove manually, too, and there are good reasons for that 323 // b) we remove manually, too, and there are good reasons for that
337 // c) its correct 324 // c) it's correct
338 mapspace &ms = at (op->x, op->y); 325 mapspace &ms = at (op->x, op->y);
339 326
340 op->flag [FLAG_REMOVED] = false; 327 op->flag [FLAG_REMOVED] = false;
341 328
342 op->above = 0; 329 op->above = 0;
343 op->below = ms.top; 330 op->below = ms.top;
344 331
345 if (ms.top)
346 ms.top->above = op; 332 *(ms.top ? &ms.top->above : &ms.bot) = op;
347 else
348 ms.bot = op;
349 333
350 ms.top = op; 334 ms.top = op;
351 ms.flags_ = 0; 335 ms.flags_ = 0;
352 } 336 }
353 else 337 else
354 { 338 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ())); 339 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy_inv (false); // be explicit about dropping
357 op->destroy (true); 340 op->destroy ();
358 } 341 }
359 } 342 }
360 343
361 continue; 344 continue;
362 345
449 * map archetype. Mimic that behaviour. 432 * map archetype. Mimic that behaviour.
450 */ 433 */
451 width = 16; 434 width = 16;
452 height = 16; 435 height = 16;
453 timeout = 300; 436 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything 437 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 438 max_volume = 2000000; // 2m³
456} 439}
457 440
458maptile::maptile (int w, int h) 441maptile::maptile (int w, int h)
459{ 442{
480 if (spaces) 463 if (spaces)
481 return; 464 return;
482 465
483 spaces = salloc0<mapspace> (size ()); 466 spaces = salloc0<mapspace> (size ());
484} 467}
468
469//+GPL
485 470
486/* Takes a string from a map definition and outputs a pointer to the array of shopitems 471/* Takes a string from a map definition and outputs a pointer to the array of shopitems
487 * corresponding to that string. Memory is allocated for this, it must be freed 472 * corresponding to that string. Memory is allocated for this, it must be freed
488 * at a later date. 473 * at a later date.
489 * Called by parse_map_headers below. 474 * Called by parse_map_headers below.
566 return items; 551 return items;
567} 552}
568 553
569/* opposite of parse string, this puts the string that was originally fed in to 554/* opposite of parse string, this puts the string that was originally fed in to
570 * the map (or something equivilent) into output_string. */ 555 * the map (or something equivilent) into output_string. */
571static void 556static const char *
572print_shop_string (maptile *m, char *output_string) 557print_shop_string (maptile *m)
573{ 558{
574 int i; 559 static dynbuf_text buf; buf.clear ();
575 char tmp[MAX_BUF];
576 560
577 strcpy (output_string, "");
578 for (i = 0; i < m->shopitems[0].index; i++) 561 for (int i = 0; i < m->shopitems[0].index; i++)
579 { 562 {
580 if (m->shopitems[i].typenum) 563 if (m->shopitems[i].typenum)
581 { 564 {
582 if (m->shopitems[i].strength) 565 if (m->shopitems[i].strength)
583 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
584 else 567 else
585 sprintf (tmp, "%s;", m->shopitems[i].name); 568 buf.printf ("%s;", m->shopitems[i].name);
586 } 569 }
587 else 570 else
588 { 571 {
589 if (m->shopitems[i].strength) 572 if (m->shopitems[i].strength)
590 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 573 buf.printf ("*:%d;", m->shopitems[i].strength);
591 else 574 else
592 sprintf (tmp, "*"); 575 buf.printf ("*");
593 } 576 }
594
595 strcat (output_string, tmp);
596 } 577 }
578
579 return buf;
597} 580}
581
582//-GPL
598 583
599/* This loads the header information of the map. The header 584/* This loads the header information of the map. The header
600 * contains things like difficulty, size, timeout, etc. 585 * contains things like difficulty, size, timeout, etc.
601 * this used to be stored in the map object, but with the 586 * this used to be stored in the map object, but with the
602 * addition of tiling, fields beyond that easily named in an 587 * addition of tiling, fields beyond that easily named in an
643 case KW_shopgreed: thawer.get (shopgreed); break; 628 case KW_shopgreed: thawer.get (shopgreed); break;
644 case KW_shopmin: thawer.get (shopmin); break; 629 case KW_shopmin: thawer.get (shopmin); break;
645 case KW_shopmax: thawer.get (shopmax); break; 630 case KW_shopmax: thawer.get (shopmax); break;
646 case KW_shoprace: thawer.get (shoprace); break; 631 case KW_shoprace: thawer.get (shoprace); break;
647 case KW_outdoor: thawer.get (outdoor); break; 632 case KW_outdoor: thawer.get (outdoor); break;
648 case KW_temp: thawer.get (temp); break;
649 case KW_pressure: thawer.get (pressure); break;
650 case KW_humid: thawer.get (humid); break;
651 case KW_windspeed: thawer.get (windspeed); break;
652 case KW_winddir: thawer.get (winddir); break;
653 case KW_sky: thawer.get (sky); break;
654 633
655 case KW_per_player: thawer.get (per_player); break; 634 case KW_per_player: thawer.get (per_player); break;
656 case KW_per_party: thawer.get (per_party); break; 635 case KW_per_party: thawer.get (per_party); break;
657 case KW_no_reset: thawer.get (no_reset); break; 636 case KW_no_reset: thawer.get (no_reset); break;
658 case KW_no_drop: thawer.get (no_drop); break; 637 case KW_no_drop: thawer.get (no_drop); break;
694 } 673 }
695 674
696 abort (); 675 abort ();
697} 676}
698 677
678//+GPL
679
699/****************************************************************************** 680/******************************************************************************
700 * This is the start of unique map handling code 681 * This is the start of unique map handling code
701 *****************************************************************************/ 682 *****************************************************************************/
702 683
703/* This goes through the maptile and removed any unique items on the map. */ 684/* This goes through the maptile and removed any unique items on the map. */
709 int unique = 0; 690 int unique = 0;
710 for (object *op = spaces [i].bot; op; ) 691 for (object *op = spaces [i].bot; op; )
711 { 692 {
712 object *above = op->above; 693 object *above = op->above;
713 694
714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 695 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
715 unique = 1; 696 unique = 1;
716 697
717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 698 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
718 {
719 op->destroy_inv (false);
720 op->destroy (true); 699 op->destroy ();
721 }
722 700
723 op = above; 701 op = above;
724 } 702 }
725 } 703 }
726} 704}
727 705
706//-GPL
707
728bool 708bool
729maptile::_save_header (object_freezer &freezer) 709maptile::_save_header (object_freezer &freezer)
730{ 710{
731#define MAP_OUT(k) freezer.put (KW_ ## k, k) 711#define MAP_OUT(k) freezer.put (KW(k), k)
732#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 712#define MAP_OUT2(k,v) freezer.put (KW(k), v)
733 713
734 MAP_OUT2 (arch, "map"); 714 MAP_OUT2 (arch, CS(map));
735 715
736 if (name) MAP_OUT (name); 716 if (name) MAP_OUT (name);
737 MAP_OUT (swap_time); 717 MAP_OUT (swap_time);
738 MAP_OUT (reset_time); 718 MAP_OUT (reset_time);
739 MAP_OUT (reset_timeout); 719 MAP_OUT (reset_timeout);
740 MAP_OUT (fixed_resettime); 720 MAP_OUT (fixed_resettime);
741 MAP_OUT (no_reset); 721 MAP_OUT (no_reset);
742 MAP_OUT (no_drop); 722 MAP_OUT (no_drop);
743 MAP_OUT (difficulty); 723 MAP_OUT (difficulty);
744
745 if (default_region) MAP_OUT2 (region, default_region->name); 724 if (default_region) MAP_OUT2 (region, default_region->name);
746 725
747 if (shopitems) 726 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
748 {
749 char shop[MAX_BUF];
750 print_shop_string (this, shop);
751 MAP_OUT2 (shopitems, shop);
752 }
753
754 MAP_OUT (shopgreed); 727 MAP_OUT (shopgreed);
755 MAP_OUT (shopmin); 728 MAP_OUT (shopmin);
756 MAP_OUT (shopmax); 729 MAP_OUT (shopmax);
757 if (shoprace) MAP_OUT (shoprace); 730 if (shoprace) MAP_OUT (shoprace);
758 MAP_OUT (darkness); 731
759 MAP_OUT (width); 732 MAP_OUT (width);
760 MAP_OUT (height); 733 MAP_OUT (height);
761 MAP_OUT (enter_x); 734 MAP_OUT (enter_x);
762 MAP_OUT (enter_y); 735 MAP_OUT (enter_y);
763 736 MAP_OUT (darkness);
764 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
765 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
766
767 MAP_OUT (outdoor); 737 MAP_OUT (outdoor);
768 MAP_OUT (temp); 738
769 MAP_OUT (pressure); 739 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
770 MAP_OUT (humid); 740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
771 MAP_OUT (windspeed);
772 MAP_OUT (winddir);
773 MAP_OUT (sky);
774 741
775 MAP_OUT (per_player); 742 MAP_OUT (per_player);
776 MAP_OUT (per_party); 743 MAP_OUT (per_party);
777 744
778 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
779 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
780 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
781 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
782 749
783 freezer.put (this); 750 freezer.put (this);
784 freezer.put (KW_end); 751 freezer.put (KW(end));
785 752
786 return true; 753 return true;
787} 754}
788 755
789bool 756bool
794 if (!_save_header (freezer)) 761 if (!_save_header (freezer))
795 return false; 762 return false;
796 763
797 return freezer.save (path); 764 return freezer.save (path);
798} 765}
766
767//+GPL
799 768
800/* 769/*
801 * Remove and free all objects in the given map. 770 * Remove and free all objects in the given map.
802 */ 771 */
803void 772void
814 783
815 op->flag [FLAG_REMOVED] = true; 784 op->flag [FLAG_REMOVED] = true;
816 785
817 object *head = op->head_ (); 786 object *head = op->head_ ();
818 if (op == head) 787 if (op == head)
819 {
820 op->destroy_inv (false);
821 op->destroy (true); 788 op->destroy ();
822 }
823 else if (head->map != op->map) 789 else if (head->map != op->map)
824 { 790 {
825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 791 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 head->destroy (true); 792 head->destroy ();
827 } 793 }
828 } 794 }
829 795
830 sfree0 (spaces, size ()); 796 sfree0 (spaces, size ());
831 } 797 }
875 841
876 clear (); 842 clear ();
877} 843}
878 844
879/* decay and destroy perishable items in a map */ 845/* decay and destroy perishable items in a map */
846// TODO: should be done regularly, not on map load?
880void 847void
881maptile::do_decay_objects () 848maptile::do_decay_objects ()
882{ 849{
883 if (!spaces) 850 if (!spaces)
884 return; 851 return;
886 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 853 for (mapspace *ms = spaces + size (); ms-- > spaces; )
887 for (object *above, *op = ms->bot; op; op = above) 854 for (object *above, *op = ms->bot; op; op = above)
888 { 855 {
889 above = op->above; 856 above = op->above;
890 857
858 // do not decay anything above unique floor tiles (yet :)
859 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
860 break;
861
891 bool destroy = 0; 862 bool destroy = 0;
892 863
893 // do not decay anything above unique floor tiles (yet :) 864 if (op->flag [FLAG_IS_FLOOR]
894 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 865 || op->flag [FLAG_OBJ_ORIGINAL]
895 break; 866 || op->flag [FLAG_UNIQUE]
896 867 || op->flag [FLAG_OVERLAY_FLOOR]
897 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 868 || op->flag [FLAG_UNPAID]
898 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
899 || QUERY_FLAG (op, FLAG_UNIQUE)
900 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
901 || QUERY_FLAG (op, FLAG_UNPAID)
902 || op->is_alive ()) 869 || op->is_alive ())
903 ; // do not decay 870 ; // do not decay
904 else if (op->is_weapon ()) 871 else if (op->is_weapon ())
905 { 872 {
906 op->stats.dam--; 873 op->stats.dam--;
931 || mat & M_LIQUID 898 || mat & M_LIQUID
932 || (mat & M_IRON && rndm (1, 5) == 1) 899 || (mat & M_IRON && rndm (1, 5) == 1)
933 || (mat & M_GLASS && rndm (1, 2) == 1) 900 || (mat & M_GLASS && rndm (1, 2) == 1)
934 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 901 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
935 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 902 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
936 || (mat & M_ICE && temp > 32)) 903 //|| (mat & M_ICE && temp > 32)
904 )
937 destroy = 1; 905 destroy = 1;
938 } 906 }
939 907
940 /* adjust overall chance below */ 908 /* adjust overall chance below */
941 if (destroy && rndm (0, 1)) 909 if (destroy && rndm (0, 1))
942 op->destroy (true); 910 op->destroy ();
943 }
944}
945
946/*
947 * Updates every button on the map (by calling update_button() for them).
948 */
949void
950maptile::update_buttons ()
951{
952 for (oblinkpt *obp = buttons; obp; obp = obp->next)
953 for (objectlink *ol = obp->link; ol; ol = ol->next)
954 {
955 if (!ol->ob)
956 {
957 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
958 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
959 continue;
960 }
961
962 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
963 {
964 update_button (ol->ob);
965 break;
966 }
967 } 911 }
968} 912}
969 913
970/* 914/*
971 * This routine is supposed to find out the difficulty of the map. 915 * This routine is supposed to find out the difficulty of the map.
972 * difficulty does not have a lot to do with character level, 916 * difficulty does not have a lot to do with character level,
973 * but does have a lot to do with treasure on the map. 917 * but does have a lot to do with treasure on the map.
974 * 918 *
975 * Difficulty can now be set by the map creature. If the value stored 919 * Difficulty can now be set by the map creator. If the value stored
976 * in the map is zero, then use this routine. Maps should really 920 * in the map is zero, then use this routine. Maps should really
977 * have a difficulty set than using this function - human calculation 921 * have a difficulty set rather than using this function - human calculation
978 * is much better than this functions guesswork. 922 * is much better than this function's guesswork.
979 */ 923 */
980int 924int
981maptile::estimate_difficulty () const 925maptile::estimate_difficulty () const
982{ 926{
983 long monster_cnt = 0; 927 long monster_cnt = 0;
985 sint64 total_exp = 0; 929 sint64 total_exp = 0;
986 930
987 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 931 for (mapspace *ms = spaces + size (); ms-- > spaces; )
988 for (object *op = ms->bot; op; op = op->above) 932 for (object *op = ms->bot; op; op = op->above)
989 { 933 {
990 if (QUERY_FLAG (op, FLAG_MONSTER)) 934 if (op->flag [FLAG_MONSTER])
991 { 935 {
992 total_exp += op->stats.exp; 936 total_exp += op->stats.exp;
993 monster_cnt++; 937 monster_cnt++;
994 } 938 }
995 939
996 if (QUERY_FLAG (op, FLAG_GENERATOR)) 940 if (op->flag [FLAG_GENERATOR])
997 { 941 {
998 total_exp += op->stats.exp; 942 total_exp += op->stats.exp;
999 943
1000 if (archetype *at = op->other_arch) 944 if (archetype *at = op->other_arch)
1001 { 945 {
1028 * postive values make it darker, negative make it brighter 972 * postive values make it darker, negative make it brighter
1029 */ 973 */
1030int 974int
1031maptile::change_map_light (int change) 975maptile::change_map_light (int change)
1032{ 976{
1033 int new_level = darkness + change;
1034
1035 /* Nothing to do */ 977 /* Nothing to do */
1036 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 978 if (!change)
1037 return 0; 979 return 0;
1038 980
1039 /* inform all players on the map */ 981 /* inform all players on the map */
1040 if (change > 0) 982 if (change > 0)
1041 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 983 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1042 else 984 else
1043 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 985 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1044 986
1045 /* Do extra checking. since darkness is a unsigned value, 987 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1046 * we need to be extra careful about negative values.
1047 * In general, the checks below are only needed if change
1048 * is not +/-1
1049 */
1050 if (new_level < 0)
1051 darkness = 0;
1052 else if (new_level >= MAX_DARKNESS)
1053 darkness = MAX_DARKNESS;
1054 else
1055 darkness = new_level;
1056 988
1057 /* All clients need to get re-updated for the change */ 989 /* All clients need to get re-updated for the change */
1058 update_all_map_los (this); 990 update_all_map_los (this);
1059 991
1060 return 1; 992 return 1;
1068 */ 1000 */
1069void 1001void
1070mapspace::update_ () 1002mapspace::update_ ()
1071{ 1003{
1072 object *last = 0; 1004 object *last = 0;
1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1006 sint8 light = 0;
1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1075 1012
1076 //object *middle = 0; 1013 //object *middle = 0;
1077 //object *top = 0; 1014 //object *top = 0;
1078 //object *floor = 0; 1015 //object *floor = 0;
1079 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1080 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1081 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1082 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1083 1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1022
1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1085 { 1024 {
1086 /* This could be made additive I guess (two lights better than 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1087 * one). But if so, it shouldn't be a simple additive - 2
1088 * light bulbs do not illuminate twice as far as once since
1089 * it is a dissapation factor that is cubed.
1090 */
1091 light = max (light, tmp->glow_radius); 1026 light += tmp->glow_radius;
1092 1027
1093 /* This call is needed in order to update objects the player 1028 /* This call is needed in order to update objects the player
1094 * is standing in that have animations (ie, grass, fire, etc). 1029 * is standing in that have animations (ie, grass, fire, etc).
1095 * However, it also causes the look window to be re-drawn 1030 * However, it also causes the look window to be re-drawn
1096 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1097 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1098 * 1033 *
1099 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1100 */ 1035 */
1101 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1102 { 1037 {
1103 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1104 top = tmp; 1039 top = tmp;
1105 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1106 { 1041 {
1107 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1108 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1109 */ 1044 */
1110 middle = 0; 1045 middle = 0;
1111 top = 0; 1046 top = 0;
1112 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1113 } 1050 }
1114 /* Flag anywhere have high priority */ 1051 else
1115 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1116 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1117 middle = tmp; 1070 middle = tmp;
1118 anywhere = 1; 1071 }
1119 } 1072 }
1120
1121 /* Find the highest visible face around. If equal
1122 * visibilities, we still want the one nearer to the
1123 * top
1124 */
1125 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1126 middle = tmp;
1127 }
1128
1129 if (tmp == tmp->above)
1130 {
1131 LOG (llevError, "Error in structure of map\n");
1132 exit (-1);
1133 } 1073 }
1134 1074
1135 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1136 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1137 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1138 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1139 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1140 1080
1141 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1142 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1143 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1144 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1145 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1146 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1147 } 1085 }
1148 1086
1149 this->light = light; 1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1096
1097 this->light = min (light, MAX_LIGHT_RADIUS);
1150 this->flags_ = flags; 1098 this->flags_ = flags;
1151 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1152 this->move_on = move_on; 1100 this->move_on = move_on;
1153 this->move_off = move_off; 1101 this->move_off = move_off;
1154 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1155 1105
1156 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1157 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1158 * this point. 1108 * this point.
1159 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1177 */ 1127 */
1178 1128
1179 for (object *tmp = last; tmp; tmp = tmp->below) 1129 for (object *tmp = last; tmp; tmp = tmp->below)
1180 { 1130 {
1181 /* Once we get to a floor, stop, since we already have a floor object */ 1131 /* Once we get to a floor, stop, since we already have a floor object */
1182 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1132 if (tmp->flag [FLAG_IS_FLOOR])
1183 break; 1133 break;
1184 1134
1185 /* If two top faces are already set, quit processing */ 1135 /* If two top faces are already set, quit processing */
1186 if (top && middle) 1136 if (top && middle)
1187 break; 1137 break;
1225 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1226 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1227#endif 1177#endif
1228} 1178}
1229 1179
1230uint64 1180maptile *
1231mapspace::volume () const
1232{
1233 uint64 vol = 0;
1234
1235 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1236 vol += op->volume ();
1237
1238 return vol;
1239}
1240
1241bool
1242maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1243{ 1182{
1244 if (!tile_path[dir]) 1183 if (tile_path[dir])
1245 return 0; 1184 {
1246
1247 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE))
1248 return 1; 1186 return tile_map[dir];
1249 1187
1250 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1251 return 1; 1189 return tile_map[dir];
1190 }
1252 1191
1253 return 0; 1192 return 0;
1254} 1193}
1255 1194
1256/* this returns TRUE if the coordinates (x,y) are out of 1195/* this returns TRUE if the coordinates (x,y) are out of
1481 * 1420 *
1482 * currently, the only flag supported (0x1) is don't translate for 1421 * currently, the only flag supported (0x1) is don't translate for
1483 * closest body part of 'op1' 1422 * closest body part of 'op1'
1484 */ 1423 */
1485void 1424void
1486get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1487{ 1426{
1488 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1489 { 1428 {
1490 /* be conservative and fill in _some_ data */ 1429 /* be conservative and fill in _some_ data */
1491 retval->distance = 10000; 1430 retval->distance = 10000;
1494 retval->direction = 0; 1433 retval->direction = 0;
1495 retval->part = 0; 1434 retval->part = 0;
1496 } 1435 }
1497 else 1436 else
1498 { 1437 {
1499 object *best;
1500
1501 retval->distance_x += op2->x - op1->x; 1438 retval->distance_x += op2->x - op1->x;
1502 retval->distance_y += op2->y - op1->y; 1439 retval->distance_y += op2->y - op1->y;
1503 1440
1504 best = op1; 1441 object *best = op1;
1442
1505 /* If this is multipart, find the closest part now */ 1443 /* If this is multipart, find the closest part now */
1506 if (!(flags & 0x1) && op1->more) 1444 if (!(flags & 1) && op1->more)
1507 { 1445 {
1508 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi;
1509 1447
1510 /* we just take the offset of the piece to head to figure 1448 /* we just take the offset of the piece to head to figure
1511 * distance instead of doing all that work above again 1449 * distance instead of doing all that work above again
1562 else 1500 else
1563 { 1501 {
1564 retval->distance_x += op2->x - x; 1502 retval->distance_x += op2->x - x;
1565 retval->distance_y += op2->y - y; 1503 retval->distance_y += op2->y - y;
1566 1504
1567 retval->part = NULL; 1505 retval->part = 0;
1568 retval->distance = idistance (retval->distance_x, retval->distance_y); 1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1569 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1570 } 1508 }
1571} 1509}
1572 1510
1573/* Returns true of op1 and op2 are effectively on the same map 1511/* Returns true of op1 and op2 are effectively on the same map
1584 int dx, dy; 1522 int dx, dy;
1585 1523
1586 return adjacent_map (op1->map, op2->map, &dx, &dy); 1524 return adjacent_map (op1->map, op2->map, &dx, &dy);
1587} 1525}
1588 1526
1527//-GPL
1528
1589object * 1529object *
1590maptile::insert (object *op, int x, int y, object *originator, int flags) 1530maptile::insert (object *op, int x, int y, object *originator, int flags)
1591{ 1531{
1592 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1532 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1593} 1533}
1604 if (default_region) 1544 if (default_region)
1605 return default_region; 1545 return default_region;
1606 1546
1607 return ::region::default_region (); 1547 return ::region::default_region ();
1608} 1548}
1549
1550//+GPL
1609 1551
1610/* picks a random object from a style map. 1552/* picks a random object from a style map.
1611 */ 1553 */
1612object * 1554object *
1613maptile::pick_random_object (rand_gen &gen) const 1555maptile::pick_random_object (rand_gen &gen) const
1620 */ 1562 */
1621 for (int i = 1000; --i;) 1563 for (int i = 1000; --i;)
1622 { 1564 {
1623 object *pick = at (gen (width), gen (height)).bot; 1565 object *pick = at (gen (width), gen (height)).bot;
1624 1566
1625 // do not prefer big monsters just because they are big. 1567 // must be head: do not prefer big monsters just because they are big.
1626 if (pick && pick->is_head ()) 1568 if (pick && pick->is_head ())
1627 return pick->head_ (); 1569 return pick;
1628 } 1570 }
1629 1571
1630 // instead of crashing in the unlikely(?) case, try to return *something* 1572 // instead of crashing in the unlikely(?) case, try to return *something*
1631 return archetype::find ("bug"); 1573 return archetype::find (shstr_bug);
1632} 1574}
1575
1576//-GPL
1633 1577
1634void 1578void
1635maptile::play_sound (faceidx sound, int x, int y) const 1579maptile::play_sound (faceidx sound, int x, int y) const
1636{ 1580{
1637 if (!sound) 1581 if (!sound)
1638 return; 1582 return;
1639 1583
1584 for_all_players_on_map (pl, this)
1585 if (client *ns = pl->ns)
1586 {
1587 int dx = x - pl->ob->x;
1588 int dy = y - pl->ob->y;
1589
1590 int distance = idistance (dx, dy);
1591
1592 if (distance <= MAX_SOUND_DISTANCE)
1593 ns->play_sound (sound, dx, dy);
1594 }
1595}
1596
1597void
1598maptile::say_msg (const char *msg, int x, int y) const
1599{
1640 for_all_players (pl) 1600 for_all_players (pl)
1641 if (pl->ob->map == this)
1642 if (client *ns = pl->ns) 1601 if (client *ns = pl->ns)
1643 { 1602 {
1644 int dx = x - pl->ob->x; 1603 int dx = x - pl->ob->x;
1645 int dy = y - pl->ob->y; 1604 int dy = y - pl->ob->y;
1646 1605
1647 int distance = idistance (dx, dy); 1606 int distance = idistance (dx, dy);
1648 1607
1649 if (distance <= MAX_SOUND_DISTANCE) 1608 if (distance <= MAX_SOUND_DISTANCE)
1650 ns->play_sound (sound, dx, dy); 1609 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1651 } 1610 }
1652} 1611}
1653 1612
1613dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1614
1615static void
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{
1618 // clip to map to the left
1619 if (x0 < 0)
1620 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623
1624 if (x1 < 0) // entirely to the left
1625 return;
1626
1627 x0 = 0;
1628 }
1629
1630 // clip to map to the right
1631 if (x1 > m->width)
1632 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635
1636 if (x0 > m->width) // entirely to the right
1637 return;
1638
1639 x1 = m->width;
1640 }
1641
1642 // clip to map above
1643 if (y0 < 0)
1644 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647
1648 if (y1 < 0) // entirely above
1649 return;
1650
1651 y0 = 0;
1652 }
1653
1654 // clip to map below
1655 if (y1 > m->height)
1656 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659
1660 if (y0 > m->height) // entirely below
1661 return;
1662
1663 y1 = m->height;
1664 }
1665
1666 // if we get here, the rect is within the current map
1667 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1668
1669 r->m = m;
1670 r->x0 = x0;
1671 r->y0 = y0;
1672 r->x1 = x1;
1673 r->y1 = y1;
1674 r->dx = dx;
1675 r->dy = dy;
1676}
1677
1678maprect *
1679maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1680{
1681 buf.clear ();
1682
1683 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1684
1685 // add end marker
1686 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1687 r->m = 0;
1688
1689 return (maprect *)buf.linearise ();
1690}
1691

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