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Comparing deliantra/server/common/map.C (file contents):
Revision 1.208 by root, Sat May 7 10:50:35 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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.
483 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
484} 484}
485 485
486//+GPL 486//+GPL
487 487
488/* 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
489 * 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
490 * at a later date. 490 * at a later date.
491 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
492 */ 492 */
493static shopitems * 493static shopitems *
494parse_shop_string (const char *input_string) 494parse_shop_string (const char *input_string)
543 *q = '\0'; 543 *q = '\0';
544 544
545 current_type = get_typedata_by_name (p); 545 current_type = get_typedata_by_name (p);
546 if (current_type) 546 if (current_type)
547 { 547 {
548 items[i].name = current_type->name; 548 items[i].name = current_type->name;
549 items[i].typenum = current_type->number; 549 items[i].typenum = current_type->number;
550 items[i].name_pl = current_type->name_pl; 550 items[i].name_pl = current_type->name_pl;
551 } 551 }
552 else 552 else
553 { /* 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
554 * 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
555 */ 555 */
556 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);
557 } 557 }
558 } 558 }
559 559
671 case KW_value: case KW_swap_time: thawer.get (timeout); break; 671 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 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;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 673 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 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;
675 675
676 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
679 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 [4]); break; 680 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break; 681 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
682 682
683 case KW_ERROR: 683 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
685 break; 685 break;
686 686
765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766 766
767 MAP_OUT (per_player); 767 MAP_OUT (per_player);
768 MAP_OUT (per_party); 768 MAP_OUT (per_party);
769 769
770 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]);
771 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 ]);
772 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]);
773 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 [4]) MAP_OUT2 (tile_path_5, tile_path [4]); 774 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]); 775 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
776 776
777 freezer.put (this); 777 freezer.put (this);
778 freezer.put (KW(end)); 778 freezer.put (KW(end));
779 779
780 return true; 780 return true;
1017 update_all_map_los (this); 1017 update_all_map_los (this);
1018 1018
1019 return 1; 1019 return 1;
1020} 1020}
1021 1021
1022/* 1022/*
1023 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1024 * on the map (what it looks like, whether it blocks magic, 1024 * on the map (what it looks like, whether it blocks magic,
1025 * has a living creatures, prevents people from passing 1025 * has a living creatures, prevents people from passing
1026 * through, etc) 1026 * through, etc)
1027 */ 1027 */
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1132 1132
1133 /* 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),
1134 * 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
1135 * this point. 1135 * this point.
1136 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1137 * top contains a player/monster face, if there is one. 1137 * top contains a player/monster face, if there is one.
1138 * 1138 *
1139 * 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.
1140 */ 1140 */
1141 1141
1142 /* 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
1143 * middle face. This should not happen, as we already have the 1143 * middle face. This should not happen, as we already have the
1144 * else statement above so middle should not get set. OTOH, it 1144 * else statement above so middle should not get set. OTOH, it
1145 * 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.
1146 */ 1146 */
1147 if (top == middle) 1147 if (top == middle)
1148 middle = 0; 1148 middle = 0;
1149 1149
1178 /* top is already set - we should only get here if 1178 /* top is already set - we should only get here if
1179 * middle is not set 1179 * middle is not set
1180 * 1180 *
1181 * Set the middle face and break out, since there is nothing 1181 * Set the middle face and break out, since there is nothing
1182 * more to fill in. We don't check visiblity here, since 1182 * more to fill in. We don't check visiblity here, since
1183 * 1183 *
1184 */ 1184 */
1185 if (tmp != top) 1185 if (tmp != top)
1186 { 1186 {
1187 middle = tmp; 1187 middle = tmp;
1188 break; 1188 break;
1195 middle = 0; 1195 middle = 0;
1196 1196
1197 if (top == middle) 1197 if (top == middle)
1198 middle = 0; 1198 middle = 0;
1199 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
1200#if 0 1223#if 0
1201 faces_obj [0] = top; 1224 faces_obj [0] = top;
1202 faces_obj [1] = middle; 1225 faces_obj [1] = middle;
1203 faces_obj [2] = floor; 1226 faces_obj [2] = floor;
1204#endif 1227#endif
1205} 1228}
1206 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
1207maptile * 1244maptile *
1208maptile::tile_available (int dir, bool load) 1245maptile::tile_available (int dir, bool load)
1209{ 1246{
1210 if (tile_path[dir])
1211 {
1212 // map is there and we don't need to load it OR it's loaded => return what we have 1247 // map is there and we don't need to load it OR it's loaded => return what we have
1213 if (tile_map[dir] && (!load || tile_map[dir]->linkable ())) 1248 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1214 return tile_map[dir]; 1249 return tile_map [dir];
1215 1250
1251 if (tile_path [dir])
1252 {
1216 // well, try to locate it then, if possible - maybe it's there already 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.
1217 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 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
1218 return tile_map[dir]; 1285 return tile_map [dir] = m;
1286 }
1219 } 1287 }
1220 1288
1221 return 0; 1289 return 0;
1222} 1290}
1223 1291
1224/* this returns TRUE if the coordinates (x,y) are out of 1292/* this returns TRUE if the coordinates (x,y) are out of
1225 * map m. This function also takes into account any 1293 * map m. This function also takes into account any
1226 * tiling considerations, loading adjacant maps as needed. 1294 * tiling considerations, loading adjacant maps as needed.
1227 * This is the function should always be used when it 1295 * This is the function should always be used when it
1228 * necessary to check for valid coordinates. 1296 * necessary to check for valid coordinates.
1229 * This function will recursively call itself for the 1297 * This function will recursively call itself for the
1230 * tiled maps. 1298 * tiled maps.
1231 */ 1299 */
1232int 1300int
1233out_of_map (maptile *m, int x, int y) 1301out_of_map (maptile *m, int x, int y)
1234{ 1302{
1239 if (!m) 1307 if (!m)
1240 return 0; 1308 return 0;
1241 1309
1242 if (x < 0) 1310 if (x < 0)
1243 { 1311 {
1244 if (!m->tile_available (3)) 1312 if (!m->tile_available (TILE_WEST))
1245 return 1; 1313 return 1;
1246 1314
1247 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);
1248 } 1316 }
1249 1317
1250 if (x >= m->width) 1318 if (x >= m->width)
1251 { 1319 {
1252 if (!m->tile_available (1)) 1320 if (!m->tile_available (TILE_EAST))
1253 return 1; 1321 return 1;
1254 1322
1255 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);
1256 } 1324 }
1257 1325
1258 if (y < 0) 1326 if (y < 0)
1259 { 1327 {
1260 if (!m->tile_available (0)) 1328 if (!m->tile_available (TILE_NORTH))
1261 return 1; 1329 return 1;
1262 1330
1263 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);
1264 } 1332 }
1265 1333
1266 if (y >= m->height) 1334 if (y >= m->height)
1267 { 1335 {
1268 if (!m->tile_available (2)) 1336 if (!m->tile_available (TILE_SOUTH))
1269 return 1; 1337 return 1;
1270 1338
1271 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);
1272 } 1340 }
1273 1341
1274 /* Simple case - coordinates are within this local 1342 /* Simple case - coordinates are within this local
1275 * map. 1343 * map.
1276 */ 1344 */
1278} 1346}
1279 1347
1280/* This is basically the same as out_of_map above, but 1348/* This is basically the same as out_of_map above, but
1281 * instead we return NULL if no map is valid (coordinates 1349 * instead we return NULL if no map is valid (coordinates
1282 * out of bounds and no tiled map), otherwise it returns 1350 * out of bounds and no tiled map), otherwise it returns
1283 * the map as that the coordinates are really on, and 1351 * the map as that the coordinates are really on, and
1284 * updates x and y to be the localised coordinates. 1352 * updates x and y to be the localised coordinates.
1285 * Using this is more efficient of calling out_of_map 1353 * Using this is more efficient of calling out_of_map
1286 * and then figuring out what the real map is 1354 * and then figuring out what the real map is
1287 */ 1355 */
1288maptile * 1356maptile *
1289maptile::xy_find (sint16 &x, sint16 &y) 1357maptile::xy_find (sint16 &x, sint16 &y)
1290{ 1358{
1291 if (x < 0) 1359 if (x < 0)
1292 { 1360 {
1293 if (!tile_available (3)) 1361 if (!tile_available (TILE_WEST))
1294 return 0; 1362 return 0;
1295 1363
1296 x += tile_map[3]->width; 1364 x += tile_map [TILE_WEST]->width;
1297 return tile_map[3]->xy_find (x, y); 1365 return tile_map [TILE_WEST]->xy_find (x, y);
1298 } 1366 }
1299 1367
1300 if (x >= width) 1368 if (x >= width)
1301 { 1369 {
1302 if (!tile_available (1)) 1370 if (!tile_available (TILE_EAST))
1303 return 0; 1371 return 0;
1304 1372
1305 x -= width; 1373 x -= width;
1306 return tile_map[1]->xy_find (x, y); 1374 return tile_map [TILE_EAST]->xy_find (x, y);
1307 } 1375 }
1308 1376
1309 if (y < 0) 1377 if (y < 0)
1310 { 1378 {
1311 if (!tile_available (0)) 1379 if (!tile_available (TILE_NORTH))
1312 return 0; 1380 return 0;
1313 1381
1314 y += tile_map[0]->height; 1382 y += tile_map [TILE_NORTH]->height;
1315 return tile_map[0]->xy_find (x, y); 1383 return tile_map [TILE_NORTH]->xy_find (x, y);
1316 } 1384 }
1317 1385
1318 if (y >= height) 1386 if (y >= height)
1319 { 1387 {
1320 if (!tile_available (2)) 1388 if (!tile_available (TILE_SOUTH))
1321 return 0; 1389 return 0;
1322 1390
1323 y -= height; 1391 y -= height;
1324 return tile_map[2]->xy_find (x, y); 1392 return tile_map [TILE_SOUTH]->xy_find (x, y);
1325 } 1393 }
1326 1394
1327 /* Simple case - coordinates are within this local 1395 /* Simple case - coordinates are within this local
1328 * map. 1396 * map.
1329 */ 1397 */
1436 * 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
1437 * righte value. distance_x/y are distance away, which 1505 * righte value. distance_x/y are distance away, which
1438 * can be negative. direction is the crossfire direction scheme 1506 * can be negative. direction is the crossfire direction scheme
1439 * that the creature should head. part is the part of the 1507 * that the creature should head. part is the part of the
1440 * monster that is closest. 1508 * monster that is closest.
1441 * 1509 *
1442 * get_rangevector looks at op1 and op2, and fills in the 1510 * get_rangevector looks at op1 and op2, and fills in the
1443 * structure for op1 to get to op2. 1511 * structure for op1 to get to op2.
1444 * We already trust that the caller has verified that the 1512 * We already trust that the caller has verified that the
1445 * two objects are at least on adjacent maps. If not, 1513 * two objects are at least on adjacent maps. If not,
1446 * results are not likely to be what is desired. 1514 * results are not likely to be what is desired.
1502 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));
1503 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); 1571 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1504 } 1572 }
1505} 1573}
1506 1574
1507/* 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
1508 * the first parameter being an object, it instead is the map 1576 * the first parameter being an object, it instead is the map
1509 * and x,y coordinates - this is used for path to player - 1577 * and x,y coordinates - this is used for path to player -
1510 * 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
1511 * the path, we need this. 1579 * the path, we need this.
1512 * 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
1513 * 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
1514 * 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
1660 if (x1 > m->width) 1728 if (x1 > m->width)
1661 { 1729 {
1662 if (maptile *tile = m->tile_available (TILE_EAST, 1)) 1730 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1663 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);
1664 1732
1665 if (x0 > m->width) // entirely to the right 1733 if (x0 >= m->width) // entirely to the right
1666 return; 1734 return;
1667 1735
1668 x1 = m->width; 1736 x1 = m->width;
1669 } 1737 }
1670 1738
1671 // clip to map above 1739 // clip to map to the north
1672 if (y0 < 0) 1740 if (y0 < 0)
1673 { 1741 {
1674 if (maptile *tile = m->tile_available (TILE_NORTH, 1)) 1742 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1675 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);
1676 1744
1677 if (y1 < 0) // entirely above 1745 if (y1 < 0) // entirely to the north
1678 return; 1746 return;
1679 1747
1680 y0 = 0; 1748 y0 = 0;
1681 } 1749 }
1682 1750
1683 // clip to map below 1751 // clip to map to the south
1684 if (y1 > m->height) 1752 if (y1 > m->height)
1685 { 1753 {
1686 if (maptile *tile = m->tile_available (TILE_SOUTH, 1)) 1754 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1687 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);
1688 1756
1689 if (y0 > m->height) // entirely below 1757 if (y0 >= m->height) // entirely to the south
1690 return; 1758 return;
1691 1759
1692 y1 = m->height; 1760 y1 = m->height;
1693 } 1761 }
1694 1762

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