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Comparing deliantra/server/common/map.C (file contents):
Revision 1.124 by root, Tue Sep 4 05:43:20 2007 UTC vs.
Revision 1.210 by root, Sat May 7 13:25:02 2011 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <unistd.h> 25#include <unistd.h>
25 26
26#include "global.h" 27#include "global.h"
27#include "funcpoint.h"
28
29#include "loader.h"
30
31#include "path.h" 28#include "path.h"
29
30//+GPL
31
32sint8 maptile::outdoor_darkness;
32 33
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 34/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 35 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 36 * it will also do map translation for tiled maps, returning
36 * 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
71 * by the caller. 72 * by the caller.
72 */ 73 */
73int 74int
74blocked_link (object *ob, maptile *m, int sx, int sy) 75blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 76{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 78 * have already checked this.
81 */ 79 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 80 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 81 {
84 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");
85 return 1; 83 return 1;
86 } 84 }
87 85
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 86 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 87
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 88 int mflags = ms.flags ();
89 int blocked = ms.move_block;
94 90
95 /* If space is currently not blocked by anything, no need to 91 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 92 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 93 * things we need to do for players.
98 */ 94 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
100 return 0; 96 return 0;
101 97
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 101 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 102 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 103 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 112 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 113 * ob is blocking it, so return 0.
118 */ 114 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 115 for (object *tmp = ms.top; tmp; tmp = tmp->below)
120 { 116 {
121 117 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 118 {
125 /* If last_sp is set, the player/monster needs an object, 119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 120 if (RESULT_INT (0))
127 * pass through this space. 121 return 1;
128 */ 122 else
129 if (tmp->last_sp) 123 continue;
124
125 if (tmp->type == CHECK_INV)
130 { 126 {
131 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))
132 return 1; 131 return 1;
133 else 132 }
134 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;
135 } 142 }
136 else 143 else
137 { 144 return 1; // unconditional block
138 /* In this case, the player must not have the object - 145
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 146 } else {
148 { 147 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 148 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 149 // blocks anything
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 150
158 if (tmp->flag [FLAG_ALIVE] 151 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob
160 && tmp != ob
161 && tmp->type != DOOR 152 && tmp->type != DOOR
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 153 && tmp->head_ () != ob) //TODO: maybe move these check up?
163 return 1; 154 return 1;
164 } 155 }
165
166 } 156 }
157
167 return 0; 158 return 0;
168} 159}
169 160
170/* 161/*
171 * Returns true if the given object can't fit in the given spot. 162 * Returns the blocking object if the given object can't fit in the given
172 * This is meant for multi space objects - for single space objecs, 163 * spot. This is meant for multi space objects - for single space objecs,
173 * just calling get_map_blocked and checking that against movement type 164 * just calling get_map_blocked and checking that against movement type
174 * of object. This function goes through all the parts of the 165 * of object. This function goes through all the parts of the multipart
175 * multipart object and makes sure they can be inserted. 166 * object and makes sure they can be inserted.
176 * 167 *
177 * While this doesn't call out of map, the get_map_flags does. 168 * While this doesn't call out of map, the get_map_flags does.
178 * 169 *
179 * This function has been used to deprecate arch_out_of_map - 170 * This function has been used to deprecate arch_out_of_map -
180 * this function also does that check, and since in most cases, 171 * this function also does that check, and since in most cases,
191 * 182 *
192 * Note this used to be arch_blocked, but with new movement 183 * Note this used to be arch_blocked, but with new movement
193 * code, we need to have actual object to check its move_type 184 * code, we need to have actual object to check its move_type
194 * against the move_block values. 185 * against the move_block values.
195 */ 186 */
196int 187bool
197ob_blocked (const object *ob, maptile *m, sint16 x, sint16 y) 188object::blocked (maptile *m, int x, int y) const
198{ 189{
199 archetype *tmp; 190 for (archetype *tmp = arch; tmp; tmp = (archetype *)tmp->more)
200 int flag;
201 maptile *m1;
202 sint16 sx, sy;
203
204 if (!ob)
205 {
206 flag = get_map_flags (m, &m1, x, y, &sx, &sy);
207 if (flag & P_OUT_OF_MAP)
208 return P_OUT_OF_MAP;
209
210 /* don't have object, so don't know what types would block */
211 return m1->at (sx, sy).move_block;
212 } 191 {
192 mapxy pos (m, x + tmp->x, y + tmp->y);
213 193
214 for (tmp = ob->arch; tmp; tmp = (archetype *)tmp->more) 194 if (!pos.normalise ())
215 { 195 return 1;
216 flag = get_map_flags (m, &m1, x + tmp->x, y + tmp->y, &sx, &sy);
217 196
218 if (flag & P_OUT_OF_MAP) 197 mapspace &ms = *pos;
219 return P_OUT_OF_MAP; 198
220 if (flag & P_IS_ALIVE) 199 if (ms.flags () & P_IS_ALIVE)
221 return P_IS_ALIVE; 200 return 1;
222 201
223 mapspace &ms = m1->at (sx, sy); 202 /* However, often ob doesn't have any move type
224 203 * (signifying non-moving objects)
225 /* find_first_free_spot() calls this function. However, often
226 * ob doesn't have any move type (when used to place exits)
227 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work. 204 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
228 */ 205 */
229
230 if (ob->move_type == 0 && ms.move_block != MOVE_ALL) 206 if (!move_type && ms.move_block != MOVE_ALL)
231 continue; 207 continue;
232 208
233 /* Note it is intentional that we check ob - the movement type of the 209 /* Note it is intentional that we check ob - the movement type of the
234 * head of the object should correspond for the entire object. 210 * head of the object should correspond for the entire object.
235 */ 211 */
236 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 212 if (ms.blocks (move_type))
237 return P_NO_PASS; 213 return 1;
238 } 214 }
239 215
240 return 0; 216 return 0;
241} 217}
242 218
243/* When the map is loaded, load_object does not actually insert objects 219//-GPL
244 * into inventory, but just links them. What this does is go through
245 * and insert them properly.
246 * The object 'container' is the object that contains the inventory.
247 * This is needed so that we can update the containers weight.
248 */
249void
250fix_container (object *container)
251{
252 object *tmp = container->inv, *next;
253
254 container->inv = 0;
255 while (tmp)
256 {
257 next = tmp->below;
258 if (tmp->inv)
259 fix_container (tmp);
260
261 insert_ob_in_ob (tmp, container);
262 tmp = next;
263 }
264
265 /* sum_weight will go through and calculate what all the containers are
266 * carrying.
267 */
268 sum_weight (container);
269}
270 220
271void 221void
272maptile::set_object_flag (int flag, int value) 222maptile::set_object_flag (int flag, int value)
273{ 223{
274 if (!spaces) 224 if (!spaces)
276 226
277 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 227 for (mapspace *ms = spaces + size (); ms-- > spaces; )
278 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 228 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
279 tmp->flag [flag] = value; 229 tmp->flag [flag] = value;
280} 230}
231
232void
233maptile::post_load_original ()
234{
235 if (!spaces)
236 return;
237
238 set_object_flag (FLAG_OBJ_ORIGINAL);
239
240 for (mapspace *ms = spaces + size (); ms-- > spaces; )
241 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
242 INVOKE_OBJECT (RESET, tmp);
243}
244
245void
246maptile::post_load ()
247{
248#if 0
249 if (!spaces)
250 return;
251
252 for (mapspace *ms = spaces + size (); ms-- > spaces; )
253 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
254 ; // nop
255#endif
256}
257
258//+GPL
281 259
282/* link_multipart_objects go through all the objects on the map looking 260/* link_multipart_objects go through all the objects on the map looking
283 * for objects whose arch says they are multipart yet according to the 261 * for objects whose arch says they are multipart yet according to the
284 * info we have, they only have the head (as would be expected when 262 * info we have, they only have the head (as would be expected when
285 * they are saved). 263 * they are saved).
313 op = op->above; 291 op = op->above;
314 } 292 }
315 } 293 }
316} 294}
317 295
296//-GPL
297
318/* 298/*
319 * Loads (ands parses) the objects into a given map from the specified 299 * Loads (ands parses) the objects into a given map from the specified
320 * file pointer. 300 * file pointer.
321 */ 301 */
322bool 302bool
323maptile::_load_objects (object_thawer &f) 303maptile::_load_objects (object_thawer &f)
324{ 304{
325 for (;;) 305 for (;;)
326 { 306 {
327 coroapi::cede_to_tick_every (100); // cede once in a while 307 coroapi::cede_to_tick (); // cede once in a while
328 308
329 switch (f.kw) 309 switch (f.kw)
330 { 310 {
331 case KW_arch: 311 case KW_arch:
332 if (object *op = object::read (f, this)) 312 if (object *op = object::read (f, this))
333 { 313 {
314 // TODO: why?
334 if (op->inv) 315 if (op->inv)
316 {
317 op->carrying = 0;
335 sum_weight (op); 318 op->update_weight ();
319 }
336 320
337 insert_ob_in_map (op, this, op, INS_NO_MERGE | INS_NO_WALK_ON | INS_ON_TOP | INS_MAP_LOAD); 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
322 {
323 // we insert manually because
324 // a) its way faster
325 // b) we remove manually, too, and there are good reasons for that
326 // c) it's correct
327 mapspace &ms = at (op->x, op->y);
328
329 op->flag [FLAG_REMOVED] = false;
330
331 op->above = 0;
332 op->below = ms.top;
333
334 *(ms.top ? &ms.top->above : &ms.bot) = op;
335
336 ms.top = op;
337 ms.flags_ = 0;
338 }
339 else
340 {
341 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
342 op->destroy ();
343 }
338 } 344 }
339 345
340 continue; 346 continue;
341 347
342 case KW_EOF: 348 case KW_EOF:
355} 361}
356 362
357void 363void
358maptile::activate () 364maptile::activate ()
359{ 365{
360 if (spaces) 366 if (state != MAP_INACTIVE)
367 return;
368
361 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 369 for (mapspace *ms = spaces + size (); ms-- > spaces; )
362 for (object *op = ms->bot; op; op = op->above) 370 for (object *op = ms->bot; op; op = op->above)
363 op->activate_recursive (); 371 op->activate_recursive ();
372
373 state = MAP_ACTIVE;
374
375 activate_physics ();
364} 376}
365 377
366void 378void
367maptile::deactivate () 379maptile::deactivate ()
368{ 380{
369 if (spaces) 381 if (state != MAP_ACTIVE)
382 return;
383
370 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 384 for (mapspace *ms = spaces + size (); ms-- > spaces; )
371 for (object *op = ms->bot; op; op = op->above) 385 for (object *op = ms->bot; op; op = op->above)
372 op->deactivate_recursive (); 386 op->deactivate_recursive ();
387
388 state = MAP_INACTIVE;
373} 389}
374 390
375bool 391bool
376maptile::_save_objects (object_freezer &f, int flags) 392maptile::_save_objects (object_freezer &f, int flags)
377{ 393{
418 return false; 434 return false;
419 435
420 return freezer.save (path); 436 return freezer.save (path);
421} 437}
422 438
423maptile::maptile () 439void
440maptile::init ()
424{ 441{
425 in_memory = MAP_SWAPPED; 442 state = MAP_SWAPPED;
426 443
427 /* 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
428 * map archetype. Mimic that behaviour. 445 * map archetype. Mimic that behaviour.
429 */ 446 */
430 width = 16; 447 width = 16;
431 height = 16; 448 height = 16;
432 timeout = 300; 449 timeout = 300;
433 max_nrof = 1000; // 1000 items of anything 450 max_items = MAX_ITEM_PER_ACTION;
434 max_volume = 2000000; // 2m³ 451 max_volume = 2000000; // 2m³
435}
436
437maptile::maptile (int w, int h)
438{
439 in_memory = MAP_SWAPPED;
440
441 width = w;
442 height = h;
443 reset_timeout = 0; 452 reset_timeout = 0;
444 timeout = 300;
445 enter_x = 0; 453 enter_x = 0;
446 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;
447 468
448 alloc (); 469 alloc ();
449} 470}
450 471
451/* 472/*
459 if (spaces) 480 if (spaces)
460 return; 481 return;
461 482
462 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
463} 484}
485
486//+GPL
464 487
465/* 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
466 * 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
467 * at a later date. 490 * at a later date.
468 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
545 return items; 568 return items;
546} 569}
547 570
548/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
549 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
550static void 573static const char *
551print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
552{ 575{
553 int i; 576 static dynbuf_text buf; buf.clear ();
554 char tmp[MAX_BUF]; 577 bool first = true;
555 578
556 strcpy (output_string, "");
557 for (i = 0; i < m->shopitems[0].index; i++) 579 for (int i = 0; i < m->shopitems[0].index; i++)
558 { 580 {
581 if (!first)
582 buf << ';';
583
584 first = false;
585
559 if (m->shopitems[i].typenum) 586 if (m->shopitems[i].typenum)
560 { 587 {
561 if (m->shopitems[i].strength) 588 if (m->shopitems[i].strength)
562 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 589 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
563 else 590 else
564 sprintf (tmp, "%s;", m->shopitems[i].name); 591 buf.printf ("%s", m->shopitems[i].name);
565 } 592 }
566 else 593 else
567 { 594 {
568 if (m->shopitems[i].strength) 595 if (m->shopitems[i].strength)
569 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 596 buf.printf ("*:%d", m->shopitems[i].strength);
570 else 597 else
571 sprintf (tmp, "*"); 598 buf.printf ("*");
572 } 599 }
573
574 strcat (output_string, tmp);
575 } 600 }
601
602 return buf;
576} 603}
604
605//-GPL
577 606
578/* This loads the header information of the map. The header 607/* This loads the header information of the map. The header
579 * contains things like difficulty, size, timeout, etc. 608 * contains things like difficulty, size, timeout, etc.
580 * this used to be stored in the map object, but with the 609 * this used to be stored in the map object, but with the
581 * addition of tiling, fields beyond that easily named in an 610 * addition of tiling, fields beyond that easily named in an
595 { 624 {
596 case KW_msg: 625 case KW_msg:
597 thawer.get_ml (KW_endmsg, msg); 626 thawer.get_ml (KW_endmsg, msg);
598 break; 627 break;
599 628
600 case KW_lore: // CF+ extension 629 case KW_lore: // deliantra extension
601 thawer.get_ml (KW_endlore, maplore); 630 thawer.get_ml (KW_endlore, maplore);
602 break; 631 break;
603 632
604 case KW_maplore: 633 case KW_maplore:
605 thawer.get_ml (KW_endmaplore, maplore); 634 thawer.get_ml (KW_endmaplore, maplore);
622 case KW_shopgreed: thawer.get (shopgreed); break; 651 case KW_shopgreed: thawer.get (shopgreed); break;
623 case KW_shopmin: thawer.get (shopmin); break; 652 case KW_shopmin: thawer.get (shopmin); break;
624 case KW_shopmax: thawer.get (shopmax); break; 653 case KW_shopmax: thawer.get (shopmax); break;
625 case KW_shoprace: thawer.get (shoprace); break; 654 case KW_shoprace: thawer.get (shoprace); break;
626 case KW_outdoor: thawer.get (outdoor); break; 655 case KW_outdoor: thawer.get (outdoor); break;
627 case KW_temp: thawer.get (temp); break;
628 case KW_pressure: thawer.get (pressure); break;
629 case KW_humid: thawer.get (humid); break;
630 case KW_windspeed: thawer.get (windspeed); break;
631 case KW_winddir: thawer.get (winddir); break;
632 case KW_sky: thawer.get (sky); break;
633 656
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;
660 case KW_no_drop: thawer.get (no_drop); break;
637 661
638 case KW_region: default_region = region::find (thawer.get_str ()); break; 662 case KW_region: thawer.get (default_region); break;
639 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 663 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
640 664
641 // old names new names 665 // old names new names
642 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;
643 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;
651 675
652 case KW_tile_path_1: thawer.get (tile_path [0]); break; 676 case KW_tile_path_1: thawer.get (tile_path [0]); break;
653 case KW_tile_path_2: thawer.get (tile_path [1]); break; 677 case KW_tile_path_2: thawer.get (tile_path [1]); break;
654 case KW_tile_path_3: thawer.get (tile_path [2]); break; 678 case KW_tile_path_3: thawer.get (tile_path [2]); break;
655 case KW_tile_path_4: thawer.get (tile_path [3]); break; 679 case KW_tile_path_4: thawer.get (tile_path [3]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break;
656 682
657 case KW_ERROR: 683 case KW_ERROR:
658 set_key_text (thawer.kw_str, thawer.value); 684 set_key_text (thawer.kw_str, thawer.value);
659 break; 685 break;
660 686
661 case KW_end: 687 case KW_end:
662 thawer.next (); 688 thawer.next ();
663 return true; 689 return true;
664 690
665 default: 691 default:
666 if (!thawer.parse_error ("map", 0)) 692 if (!thawer.parse_error ("map"))
667 return false; 693 return false;
668 break; 694 break;
669 } 695 }
670 696
671 thawer.next (); 697 thawer.next ();
672 } 698 }
673 699
674 abort (); 700 abort ();
675} 701}
702
703//+GPL
676 704
677/****************************************************************************** 705/******************************************************************************
678 * This is the start of unique map handling code 706 * This is the start of unique map handling code
679 *****************************************************************************/ 707 *****************************************************************************/
680 708
687 int unique = 0; 715 int unique = 0;
688 for (object *op = spaces [i].bot; op; ) 716 for (object *op = spaces [i].bot; op; )
689 { 717 {
690 object *above = op->above; 718 object *above = op->above;
691 719
692 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 720 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
693 unique = 1; 721 unique = 1;
694 722
695 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 723 if (op->head_ () == op && (op->flag [FLAG_UNIQUE] || unique))
696 {
697 op->destroy_inv (false);
698 op->destroy (); 724 op->destroy ();
699 }
700 725
701 op = above; 726 op = above;
702 } 727 }
703 } 728 }
704} 729}
705 730
731//-GPL
732
706bool 733bool
707maptile::_save_header (object_freezer &freezer) 734maptile::_save_header (object_freezer &freezer)
708{ 735{
709#define MAP_OUT(k) freezer.put (KW_ ## k, k) 736#define MAP_OUT(k) freezer.put (KW(k), k)
710#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 737#define MAP_OUT2(k,v) freezer.put (KW(k), v)
711 738
712 MAP_OUT2 (arch, "map"); 739 MAP_OUT2 (arch, CS(map));
713 740
714 if (name) MAP_OUT (name); 741 if (name) MAP_OUT (name);
715 MAP_OUT (swap_time); 742 MAP_OUT (swap_time);
716 MAP_OUT (reset_time); 743 MAP_OUT (reset_time);
717 MAP_OUT (reset_timeout); 744 MAP_OUT (reset_timeout);
718 MAP_OUT (fixed_resettime); 745 MAP_OUT (fixed_resettime);
719 MAP_OUT (no_reset); 746 MAP_OUT (no_reset);
747 MAP_OUT (no_drop);
720 MAP_OUT (difficulty); 748 MAP_OUT (difficulty);
721
722 if (default_region) MAP_OUT2 (region, default_region->name); 749 if (default_region) MAP_OUT2 (region, default_region->name);
723 750
724 if (shopitems) 751 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
725 {
726 char shop[MAX_BUF];
727 print_shop_string (this, shop);
728 MAP_OUT2 (shopitems, shop);
729 }
730
731 MAP_OUT (shopgreed); 752 MAP_OUT (shopgreed);
732 MAP_OUT (shopmin); 753 MAP_OUT (shopmin);
733 MAP_OUT (shopmax); 754 MAP_OUT (shopmax);
734 if (shoprace) MAP_OUT (shoprace); 755 if (shoprace) MAP_OUT (shoprace);
735 MAP_OUT (darkness); 756
736 MAP_OUT (width); 757 MAP_OUT (width);
737 MAP_OUT (height); 758 MAP_OUT (height);
738 MAP_OUT (enter_x); 759 MAP_OUT (enter_x);
739 MAP_OUT (enter_y); 760 MAP_OUT (enter_y);
740 761 MAP_OUT (darkness);
741 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
742 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
743
744 MAP_OUT (outdoor); 762 MAP_OUT (outdoor);
745 MAP_OUT (temp); 763
746 MAP_OUT (pressure); 764 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
747 MAP_OUT (humid); 765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
748 MAP_OUT (windspeed);
749 MAP_OUT (winddir);
750 MAP_OUT (sky);
751 766
752 MAP_OUT (per_player); 767 MAP_OUT (per_player);
753 MAP_OUT (per_party); 768 MAP_OUT (per_party);
754 769
755 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 770 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
756 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 771 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
757 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 772 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
758 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 773 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]);
759 776
760 freezer.put (this); 777 freezer.put (this);
761 freezer.put (KW_end); 778 freezer.put (KW(end));
762 779
763 return true; 780 return true;
764} 781}
765 782
766bool 783bool
772 return false; 789 return false;
773 790
774 return freezer.save (path); 791 return freezer.save (path);
775} 792}
776 793
794//+GPL
795
777/* 796/*
778 * Remove and free all objects in the given map. 797 * Remove and free all objects in the given map.
779 */ 798 */
780void 799void
781maptile::clear () 800maptile::clear ()
782{ 801{
783 sfree (regions, size ()); regions = 0;
784 delete [] regionmap; regionmap = 0;
785
786 if (spaces) 802 if (spaces)
787 { 803 {
788 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 804 for (mapspace *ms = spaces + size (); ms-- > spaces; )
789 while (object *op = ms->bot) 805 while (object *op = ms->bot)
790 { 806 {
807 // manually remove, as to not trigger anything
808 if (ms->bot = op->above)
809 ms->bot->below = 0;
810
811 op->flag [FLAG_REMOVED] = true;
812
791 op = op->head_ (); 813 object *head = op->head_ ();
792 op->destroy_inv (false); 814 if (op == head)
793 op->destroy (); 815 op->destroy ();
816 else if (head->map != op->map)
817 {
818 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
819 head->destroy ();
820 }
794 } 821 }
795 822
796 sfree (spaces, size ()), spaces = 0; 823 sfree0 (spaces, size ());
797 } 824 }
798 825
799 if (buttons) 826 if (buttons)
800 free_objectlinkpt (buttons), buttons = 0; 827 free_objectlinkpt (buttons), buttons = 0;
828
829 sfree0 (regions, size ());
830 delete [] regionmap; regionmap = 0;
801} 831}
802 832
803void 833void
804maptile::clear_header () 834maptile::clear_header ()
805{ 835{
807 msg = 0; 837 msg = 0;
808 maplore = 0; 838 maplore = 0;
809 shoprace = 0; 839 shoprace = 0;
810 delete [] shopitems, shopitems = 0; 840 delete [] shopitems, shopitems = 0;
811 841
812 for (int i = 0; i < 4; i++) 842 for (int i = 0; i < array_length (tile_path); i++)
813 tile_path [i] = 0; 843 tile_path [i] = 0;
814} 844}
815 845
816maptile::~maptile () 846maptile::~maptile ()
817{ 847{
824 /* 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
825 * are pointing at this one for tiling information. Since 855 * are pointing at this one for tiling information. Since
826 * 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
827 * maps this map tiles with and clears those. 857 * maps this map tiles with and clears those.
828 */ 858 */
829 for (int i = 0; i < 4; i++) 859 for (int i = 0; i < array_length (tile_path); i++)
830 if (tile_map[i] == m) 860 if (tile_map[i] == m)
831 tile_map[i] = 0; 861 tile_map[i] = 0;
832} 862}
833 863
834void 864void
838 868
839 clear (); 869 clear ();
840} 870}
841 871
842/* decay and destroy perishable items in a map */ 872/* decay and destroy perishable items in a map */
873// TODO: should be done regularly, not on map load?
843void 874void
844maptile::do_decay_objects () 875maptile::do_decay_objects ()
845{ 876{
846 if (!spaces) 877 if (!spaces)
847 return; 878 return;
849 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 880 for (mapspace *ms = spaces + size (); ms-- > spaces; )
850 for (object *above, *op = ms->bot; op; op = above) 881 for (object *above, *op = ms->bot; op; op = above)
851 { 882 {
852 above = op->above; 883 above = op->above;
853 884
885 // do not decay anything above unique floor tiles (yet :)
886 if (op->flag [FLAG_IS_FLOOR] && op->flag [FLAG_UNIQUE])
887 break;
888
854 bool destroy = 0; 889 bool destroy = 0;
855 890
856 // do not decay anything above unique floor tiles (yet :) 891 if (op->flag [FLAG_IS_FLOOR]
857 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 892 || op->flag [FLAG_OBJ_ORIGINAL]
858 break; 893 || op->flag [FLAG_UNIQUE]
859 894 || op->flag [FLAG_OVERLAY_FLOOR]
860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 895 || op->flag [FLAG_UNPAID]
861 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
862 || QUERY_FLAG (op, FLAG_UNIQUE)
863 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
864 || QUERY_FLAG (op, FLAG_UNPAID)
865 || op->is_alive ()) 896 || op->is_alive ())
866 ; // do not decay 897 ; // do not decay
867 else if (op->is_weapon ()) 898 else if (op->is_weapon ())
868 { 899 {
869 op->stats.dam--; 900 op->stats.dam--;
894 || mat & M_LIQUID 925 || mat & M_LIQUID
895 || (mat & M_IRON && rndm (1, 5) == 1) 926 || (mat & M_IRON && rndm (1, 5) == 1)
896 || (mat & M_GLASS && rndm (1, 2) == 1) 927 || (mat & M_GLASS && rndm (1, 2) == 1)
897 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 928 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
898 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 929 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
899 || (mat & M_ICE && temp > 32)) 930 //|| (mat & M_ICE && temp > 32)
931 )
900 destroy = 1; 932 destroy = 1;
901 } 933 }
902 934
903 /* adjust overall chance below */ 935 /* adjust overall chance below */
904 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
905 op->destroy (); 937 op->destroy ();
906 }
907}
908
909/*
910 * Updates every button on the map (by calling update_button() for them).
911 */
912void
913maptile::update_buttons ()
914{
915 for (oblinkpt *obp = buttons; obp; obp = obp->next)
916 for (objectlink *ol = obp->link; ol; ol = ol->next)
917 {
918 if (!ol->ob)
919 {
920 LOG (llevError, "Internal error in update_button (%s (%dx%d), connected %ld).\n",
921 ol->ob ? (const char *) ol->ob->name : "null", ol->ob ? ol->ob->x : -1, ol->ob ? ol->ob->y : -1, obp->value);
922 continue;
923 }
924
925 if (ol->ob->type == BUTTON || ol->ob->type == PEDESTAL)
926 {
927 update_button (ol->ob);
928 break;
929 }
930 } 938 }
931} 939}
932 940
933/* 941/*
934 * This routine is supposed to find out the difficulty of the map. 942 * This routine is supposed to find out the difficulty of the map.
935 * difficulty does not have a lot to do with character level, 943 * difficulty does not have a lot to do with character level,
936 * but does have a lot to do with treasure on the map. 944 * but does have a lot to do with treasure on the map.
937 * 945 *
938 * Difficulty can now be set by the map creature. If the value stored 946 * Difficulty can now be set by the map creator. If the value stored
939 * in the map is zero, then use this routine. Maps should really 947 * in the map is zero, then use this routine. Maps should really
940 * have a difficulty set than using this function - human calculation 948 * have a difficulty set rather than using this function - human calculation
941 * is much better than this functions guesswork. 949 * is much better than this function's guesswork.
942 */ 950 */
943int 951int
944maptile::estimate_difficulty () const 952maptile::estimate_difficulty () const
945{ 953{
946 long monster_cnt = 0; 954 long monster_cnt = 0;
948 sint64 total_exp = 0; 956 sint64 total_exp = 0;
949 957
950 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 958 for (mapspace *ms = spaces + size (); ms-- > spaces; )
951 for (object *op = ms->bot; op; op = op->above) 959 for (object *op = ms->bot; op; op = op->above)
952 { 960 {
953 if (QUERY_FLAG (op, FLAG_MONSTER)) 961 if (op->flag [FLAG_MONSTER])
954 { 962 {
955 total_exp += op->stats.exp; 963 total_exp += op->stats.exp;
956 monster_cnt++; 964 monster_cnt++;
957 } 965 }
958 966
959 if (QUERY_FLAG (op, FLAG_GENERATOR)) 967 if (op->flag [FLAG_GENERATOR])
960 { 968 {
961 total_exp += op->stats.exp; 969 total_exp += op->stats.exp;
962 970
963 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 971 if (archetype *at = op->other_arch)
972 {
964 total_exp += at->stats.exp * 8; 973 total_exp += at->stats.exp * 8;
965
966 monster_cnt++; 974 monster_cnt++;
975 }
976
977 for (object *inv = op->inv; inv; inv = inv->below)
978 {
979 total_exp += op->stats.exp * 8;
980 monster_cnt++;
981 }
967 } 982 }
968 } 983 }
969 984
970 avgexp = (double) total_exp / monster_cnt; 985 avgexp = (double) total_exp / monster_cnt;
971 986
984 * postive values make it darker, negative make it brighter 999 * postive values make it darker, negative make it brighter
985 */ 1000 */
986int 1001int
987maptile::change_map_light (int change) 1002maptile::change_map_light (int change)
988{ 1003{
989 int new_level = darkness + change;
990
991 /* Nothing to do */ 1004 /* Nothing to do */
992 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1005 if (!change)
993 return 0; 1006 return 0;
994 1007
995 /* inform all players on the map */ 1008 /* inform all players on the map */
996 if (change > 0) 1009 if (change > 0)
997 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1010 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
998 else 1011 else
999 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1012 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1000 1013
1001 /* Do extra checking. since darkness is a unsigned value, 1014 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1002 * we need to be extra careful about negative values.
1003 * In general, the checks below are only needed if change
1004 * is not +/-1
1005 */
1006 if (new_level < 0)
1007 darkness = 0;
1008 else if (new_level >= MAX_DARKNESS)
1009 darkness = MAX_DARKNESS;
1010 else
1011 darkness = new_level;
1012 1015
1013 /* All clients need to get re-updated for the change */ 1016 /* All clients need to get re-updated for the change */
1014 update_all_map_los (this); 1017 update_all_map_los (this);
1018
1015 return 1; 1019 return 1;
1016} 1020}
1017 1021
1018/* 1022/*
1019 * This function updates various attributes about a specific space 1023 * This function updates various attributes about a specific space
1022 * through, etc) 1026 * through, etc)
1023 */ 1027 */
1024void 1028void
1025mapspace::update_ () 1029mapspace::update_ ()
1026{ 1030{
1027 object *tmp, *last = 0; 1031 object *last = 0;
1028 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1032 uint8 flags = P_UPTODATE;
1033 sint8 light = 0;
1029 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1035 uint64_t volume = 0;
1036 uint32_t items = 0;
1037 object *anywhere = 0;
1038 uint8_t middle_visibility = 0;
1030 1039
1031 //object *middle = 0; 1040 //object *middle = 0;
1032 //object *top = 0; 1041 //object *top = 0;
1033 //object *floor = 0; 1042 //object *floor = 0;
1034 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1035 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1036 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1037 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1038 1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1049
1039 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1040 { 1051 {
1041 /* This could be made additive I guess (two lights better than 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1042 * one). But if so, it shouldn't be a simple additive - 2
1043 * light bulbs do not illuminate twice as far as once since
1044 * it is a dissapation factor that is cubed.
1045 */
1046 if (tmp->glow_radius > light)
1047 light = tmp->glow_radius; 1053 light += tmp->glow_radius;
1048 1054
1049 /* This call is needed in order to update objects the player 1055 /* This call is needed in order to update objects the player
1050 * is standing in that have animations (ie, grass, fire, etc). 1056 * is standing in that have animations (ie, grass, fire, etc).
1051 * However, it also causes the look window to be re-drawn 1057 * However, it also causes the look window to be re-drawn
1052 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1054 * 1060 *
1055 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1056 */ 1062 */
1057 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1058 { 1064 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1066 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1068 {
1063 /* If we got a floor, that means middle and top were below it, 1069 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them. 1070 * so should not be visible, so we clear them.
1065 */ 1071 */
1066 middle = 0; 1072 middle = 0;
1067 top = 0; 1073 top = 0;
1068 floor = tmp; 1074 floor = tmp;
1075 volume = 0;
1076 items = 0;
1069 } 1077 }
1070 /* Flag anywhere have high priority */ 1078 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 1079 {
1080 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1081 {
1082 ++items;
1083 volume += tmp->volume ();
1084 }
1085
1086 /* Flag anywhere have high priority */
1087 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1088 anywhere = tmp;
1089
1090 /* Find the highest visible face around. If equal
1091 * visibilities, we still want the one nearer to the
1092 * top
1093 */
1094 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1095 {
1096 middle_visibility = ::faces [tmp->face].visibility;
1073 middle = tmp; 1097 middle = tmp;
1074 anywhere = 1; 1098 }
1075 } 1099 }
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1079 */
1080 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1081 middle = tmp;
1082 }
1083
1084 if (tmp == tmp->above)
1085 {
1086 LOG (llevError, "Error in structure of map\n");
1087 exit (-1);
1088 } 1100 }
1089 1101
1090 move_slow |= tmp->move_slow; 1102 move_slow |= tmp->move_slow;
1091 move_block |= tmp->move_block; 1103 move_block |= tmp->move_block;
1092 move_on |= tmp->move_on; 1104 move_on |= tmp->move_on;
1093 move_off |= tmp->move_off; 1105 move_off |= tmp->move_off;
1094 move_allow |= tmp->move_allow; 1106 move_allow |= tmp->move_allow;
1095 1107
1096 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1108 allflags |= tmp->flag;
1097 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1109
1098 if (tmp->type == PLAYER) flags |= P_PLAYER; 1110 if (tmp->type == PLAYER) flags |= P_PLAYER;
1099 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1111 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1100 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1101 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1102 } 1112 }
1103 1113
1104 this->light = light; 1114 // FLAG_SEE_ANYWHERE takes precedence
1115 if (anywhere)
1116 middle = anywhere;
1117
1118 // ORing all flags together and checking them here is much faster
1119 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1120 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1121 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1122 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1123
1124 this->light = min (light, MAX_LIGHT_RADIUS);
1105 this->flags_ = flags; 1125 this->flags_ = flags;
1106 this->move_block = move_block & ~move_allow; 1126 this->move_block = move_block & ~move_allow;
1107 this->move_on = move_on; 1127 this->move_on = move_on;
1108 this->move_off = move_off; 1128 this->move_off = move_off;
1109 this->move_slow = move_slow; 1129 this->move_slow = move_slow;
1130 this->volume_ = (volume + 1023) / 1024;
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1110 1132
1111 /* 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),
1112 * 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
1113 * this point. 1135 * this point.
1114 * middle contains the highest visibility face. 1136 * middle contains the highest visibility face.
1129 * 1) top face is set, need middle to be set. 1151 * 1) top face is set, need middle to be set.
1130 * 2) middle is set, need to set top. 1152 * 2) middle is set, need to set top.
1131 * 3) neither middle or top is set - need to set both. 1153 * 3) neither middle or top is set - need to set both.
1132 */ 1154 */
1133 1155
1134 for (tmp = last; tmp; tmp = tmp->below) 1156 for (object *tmp = last; tmp; tmp = tmp->below)
1135 { 1157 {
1136 /* Once we get to a floor, stop, since we already have a floor object */ 1158 /* Once we get to a floor, stop, since we already have a floor object */
1137 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1159 if (tmp->flag [FLAG_IS_FLOOR])
1138 break; 1160 break;
1139 1161
1140 /* If two top faces are already set, quit processing */ 1162 /* If two top faces are already set, quit processing */
1141 if (top && middle) 1163 if (top && middle)
1142 break; 1164 break;
1173 middle = 0; 1195 middle = 0;
1174 1196
1175 if (top == middle) 1197 if (top == middle)
1176 middle = 0; 1198 middle = 0;
1177 1199
1200 // dire hack to handle "transparent" floors - currently only open_space
1201 if (floor && floor->arch->archname == shstr_quad_open_space)
1202 {
1203 floor->set_anim_frame (0);
1204
1205 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1206 {
1207 // mirror the floor - very unreliable because usually outdated,
1208 // but somewhta works because floors do not change often :/
1209 middle = floor;
1210
1211 mapspace &ms = m->at (floor->x, floor->y);
1212
1213 ms.update ();
1214
1215 if (object *floor2 = ms.faces_obj [2])
1216 if (floor2->arch->archname != shstr_quad_open_space && !middle)
1217 {
1218 floor->set_anim_frame (1);
1219 middle = floor;
1220 floor = floor2;
1221 }
1222 }
1223 }
1224
1178#if 0 1225#if 0
1179 faces_obj [0] = top; 1226 faces_obj [0] = top;
1180 faces_obj [1] = middle; 1227 faces_obj [1] = middle;
1181 faces_obj [2] = floor; 1228 faces_obj [2] = floor;
1182#endif 1229#endif
1183} 1230}
1184 1231
1185uint64 1232maptile *
1186mapspace::volume () const
1187{
1188 uint64 vol = 0;
1189
1190 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1191 vol += op->volume ();
1192
1193 return vol;
1194}
1195
1196bool
1197maptile::tile_available (int dir, bool load) 1233maptile::tile_available (int dir, bool load)
1198{ 1234{
1199 if (!tile_path[dir]) 1235 if (tile_path[dir])
1200 return 0; 1236 {
1201 1237 // map is there and we don't need to load it OR it's loaded => return what we have
1202 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_IN_MEMORY)) 1238 if (tile_map[dir] && (!load || tile_map[dir]->linkable ()))
1203 return 1; 1239 return tile_map[dir];
1204 1240
1241 // well, try to locate it then, if possible - maybe it's there already
1205 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 1242 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1206 return 1; 1243 return tile_map[dir];
1244 }
1207 1245
1208 return 0; 1246 return 0;
1209} 1247}
1210 1248
1211/* this returns TRUE if the coordinates (x,y) are out of 1249/* this returns TRUE if the coordinates (x,y) are out of
1320/** 1358/**
1321 * Return whether map2 is adjacent to map1. If so, store the distance from 1359 * Return whether map2 is adjacent to map1. If so, store the distance from
1322 * map1 to map2 in dx/dy. 1360 * map1 to map2 in dx/dy.
1323 */ 1361 */
1324int 1362int
1325adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1363adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1326{ 1364{
1327 if (!map1 || !map2) 1365 if (!map1 || !map2)
1328 return 0; 1366 return 0;
1329 1367
1330 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1368 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1332 if (map1 == map2) 1370 if (map1 == map2)
1333 { 1371 {
1334 *dx = 0; 1372 *dx = 0;
1335 *dy = 0; 1373 *dy = 0;
1336 } 1374 }
1337 else if (map1->tile_map[0] == map2) 1375 else if (map1->tile_available (TILE_NORTH, false) == map2)
1338 { /* up */ 1376 {
1339 *dx = 0; 1377 *dx = 0;
1340 *dy = -map2->height; 1378 *dy = -map2->height;
1341 } 1379 }
1342 else if (map1->tile_map[1] == map2) 1380 else if (map1->tile_available (TILE_EAST , false) == map2)
1343 { /* right */ 1381 {
1344 *dx = map1->width; 1382 *dx = map1->width;
1345 *dy = 0; 1383 *dy = 0;
1346 } 1384 }
1347 else if (map1->tile_map[2] == map2) 1385 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1348 { /* down */ 1386 {
1349 *dx = 0; 1387 *dx = 0;
1350 *dy = map1->height; 1388 *dy = map1->height;
1351 } 1389 }
1352 else if (map1->tile_map[3] == map2) 1390 else if (map1->tile_available (TILE_WEST , false) == map2)
1353 { /* left */ 1391 {
1354 *dx = -map2->width; 1392 *dx = -map2->width;
1355 *dy = 0; 1393 *dy = 0;
1356 } 1394 }
1357 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1395 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1358 { /* up right */ 1396 { /* up right */
1359 *dx = map1->tile_map[0]->width; 1397 *dx = +map1->tile_map[TILE_NORTH]->width;
1360 *dy = -map1->tile_map[0]->height; 1398 *dy = -map1->tile_map[TILE_NORTH]->height;
1361 } 1399 }
1362 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1400 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1363 { /* up left */ 1401 { /* up left */
1364 *dx = -map2->width; 1402 *dx = -map2->width;
1365 *dy = -map1->tile_map[0]->height; 1403 *dy = -map1->tile_map[TILE_NORTH]->height;
1366 } 1404 }
1367 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1405 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1368 { /* right up */ 1406 { /* right up */
1369 *dx = map1->width; 1407 *dx = +map1->width;
1370 *dy = -map2->height; 1408 *dy = -map2->height;
1371 } 1409 }
1372 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1410 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1373 { /* right down */ 1411 { /* right down */
1374 *dx = map1->width; 1412 *dx = +map1->width;
1375 *dy = map1->tile_map[1]->height; 1413 *dy = +map1->tile_map[TILE_EAST]->height;
1376 } 1414 }
1377 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1415 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1378 { /* down right */ 1416 { /* down right */
1379 *dx = map1->tile_map[2]->width; 1417 *dx = +map1->tile_map[TILE_SOUTH]->width;
1380 *dy = map1->height; 1418 *dy = +map1->height;
1381 } 1419 }
1382 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1420 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1383 { /* down left */ 1421 { /* down left */
1384 *dx = -map2->width; 1422 *dx = -map2->width;
1385 *dy = map1->height; 1423 *dy = +map1->height;
1386 } 1424 }
1387 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1425 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1388 { /* left up */ 1426 { /* left up */
1389 *dx = -map1->tile_map[3]->width; 1427 *dx = -map1->tile_map[TILE_WEST]->width;
1390 *dy = -map2->height; 1428 *dy = -map2->height;
1391 } 1429 }
1392 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1430 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1393 { /* left down */ 1431 { /* left down */
1394 *dx = -map1->tile_map[3]->width; 1432 *dx = -map1->tile_map[TILE_WEST]->width;
1395 *dy = map1->tile_map[3]->height; 1433 *dy = +map1->tile_map[TILE_WEST]->height;
1396 } 1434 }
1397 else 1435 else
1398 return 0; 1436 return 0;
1399 1437
1400 return 1; 1438 return 1;
1436 * 1474 *
1437 * currently, the only flag supported (0x1) is don't translate for 1475 * currently, the only flag supported (0x1) is don't translate for
1438 * closest body part of 'op1' 1476 * closest body part of 'op1'
1439 */ 1477 */
1440void 1478void
1441get_rangevector (object *op1, object *op2, rv_vector * retval, int flags) 1479get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1442{ 1480{
1443 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1481 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1444 { 1482 {
1445 /* be conservative and fill in _some_ data */ 1483 /* be conservative and fill in _some_ data */
1446 retval->distance = 10000; 1484 retval->distance = 10000;
1447 retval->distance_x = 10000; 1485 retval->distance_x = 10000;
1448 retval->distance_y = 10000; 1486 retval->distance_y = 10000;
1449 retval->direction = 0; 1487 retval->direction = 0;
1450 retval->part = 0; 1488 retval->part = 0;
1451 } 1489 }
1452 else 1490 else
1453 { 1491 {
1454 object *best;
1455
1456 retval->distance_x += op2->x - op1->x; 1492 retval->distance_x += op2->x - op1->x;
1457 retval->distance_y += op2->y - op1->y; 1493 retval->distance_y += op2->y - op1->y;
1458 1494
1459 best = op1; 1495 object *best = op1;
1496
1460 /* If this is multipart, find the closest part now */ 1497 /* If this is multipart, find the closest part now */
1461 if (!(flags & 0x1) && op1->more) 1498 if (!(flags & 1) && op1->more)
1462 { 1499 {
1463 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1500 int best_distance = idistance (retval->distance_x, retval->distance_y);
1464 1501
1465 /* we just take the offset of the piece to head to figure 1502 /* we just take the offset of the piece to head to figure
1466 * distance instead of doing all that work above again 1503 * distance instead of doing all that work above again
1467 * since the distance fields we set above are positive in the 1504 * since the distance fields we set above are positive in the
1468 * same axis as is used for multipart objects, the simply arithmetic 1505 * same axis as is used for multipart objects, the simply arithmetic
1469 * below works. 1506 * below works.
1470 */ 1507 */
1471 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1508 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1472 { 1509 {
1473 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1510 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1474 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1511
1475 if (tmpi < best_distance) 1512 if (tmpi < best_distance)
1476 { 1513 {
1477 best_distance = tmpi; 1514 best_distance = tmpi;
1478 best = tmp; 1515 best = tmp;
1479 } 1516 }
1480 } 1517 }
1481 1518
1482 if (best != op1) 1519 if (best != op1)
1483 { 1520 {
1484 retval->distance_x += op1->x - best->x; 1521 retval->distance_x += op1->x - best->x;
1485 retval->distance_y += op1->y - best->y; 1522 retval->distance_y += op1->y - best->y;
1486 } 1523 }
1487 } 1524 }
1488 1525
1489 retval->part = best; 1526 retval->part = best;
1490 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1527 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1491 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1528 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1492 } 1529 }
1493} 1530}
1494 1531
1495/* this is basically the same as get_rangevector above, but instead of 1532/* this is basically the same as get_rangevector above, but instead of
1496 * the first parameter being an object, it instead is the map 1533 * the first parameter being an object, it instead is the map
1501 * be more consistant with the above function and also in case they are needed 1538 * be more consistant with the above function and also in case they are needed
1502 * for something in the future. Also, since no object is pasted, the best 1539 * for something in the future. Also, since no object is pasted, the best
1503 * field of the rv_vector is set to NULL. 1540 * field of the rv_vector is set to NULL.
1504 */ 1541 */
1505void 1542void
1506get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1543get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1507{ 1544{
1508 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1545 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1509 { 1546 {
1510 /* be conservative and fill in _some_ data */ 1547 /* be conservative and fill in _some_ data */
1511 retval->distance = 100000; 1548 retval->distance = 100000;
1512 retval->distance_x = 32767; 1549 retval->distance_x = 32767;
1513 retval->distance_y = 32767; 1550 retval->distance_y = 32767;
1514 retval->direction = 0; 1551 retval->direction = 0;
1515 retval->part = 0; 1552 retval->part = 0;
1516 } 1553 }
1517 else 1554 else
1518 { 1555 {
1519 retval->distance_x += op2->x - x; 1556 retval->distance_x += op2->x - x;
1520 retval->distance_y += op2->y - y; 1557 retval->distance_y += op2->y - y;
1521 1558
1522 retval->part = NULL; 1559 retval->part = 0;
1523 retval->distance = idistance (retval->distance_x, retval->distance_y); 1560 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1524 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1561 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1525 } 1562 }
1526} 1563}
1527 1564
1528/* Returns true of op1 and op2 are effectively on the same map 1565/* Returns true of op1 and op2 are effectively on the same map
1529 * (as related to map tiling). Note that this looks for a path from 1566 * (as related to map tiling). Note that this looks for a path from
1539 int dx, dy; 1576 int dx, dy;
1540 1577
1541 return adjacent_map (op1->map, op2->map, &dx, &dy); 1578 return adjacent_map (op1->map, op2->map, &dx, &dy);
1542} 1579}
1543 1580
1581//-GPL
1582
1544object * 1583object *
1545maptile::insert (object *op, int x, int y, object *originator, int flags) 1584maptile::insert (object *op, int x, int y, object *originator, int flags)
1546{ 1585{
1547 if (!op->flag [FLAG_REMOVED])
1548 op->remove ();
1549
1550 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1586 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1551} 1587}
1552 1588
1553region * 1589region *
1554maptile::region (int x, int y) const 1590maptile::region (int x, int y) const
1563 return default_region; 1599 return default_region;
1564 1600
1565 return ::region::default_region (); 1601 return ::region::default_region ();
1566} 1602}
1567 1603
1604//+GPL
1605
1568/* picks a random object from a style map. 1606/* picks a random object from a style map.
1569 * Redone by MSW so it should be faster and not use static
1570 * variables to generate tables.
1571 */ 1607 */
1572object * 1608object *
1573maptile::pick_random_object () const 1609maptile::pick_random_object (rand_gen &gen) const
1574{ 1610{
1575 /* while returning a null object will result in a crash, that 1611 /* while returning a null object will result in a crash, that
1576 * is actually preferable to an infinite loop. That is because 1612 * is actually preferable to an infinite loop. That is because
1577 * most servers will automatically restart in case of crash. 1613 * most servers will automatically restart in case of crash.
1578 * Change the logic on getting the random space - shouldn't make 1614 * Change the logic on getting the random space - shouldn't make
1579 * any difference, but this seems clearer to me. 1615 * any difference, but this seems clearer to me.
1580 */ 1616 */
1581 for (int i = 1000; --i;) 1617 for (int i = 1000; --i;)
1582 { 1618 {
1583 object *pick = at (rndm (width), rndm (height)).bot; 1619 object *pick = at (gen (width), gen (height)).bot;
1584 1620
1585 // do not prefer big monsters just because they are big. 1621 // must be head: do not prefer big monsters just because they are big.
1586 if (pick && pick->head_ () == pick) 1622 if (pick && pick->is_head ())
1587 return pick->head_ (); 1623 return pick;
1588 } 1624 }
1589 1625
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1626 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return get_archetype ("blocked"); 1627 return archetype::find (shstr_bug);
1592} 1628}
1629
1630//-GPL
1593 1631
1594void 1632void
1595maptile::play_sound (faceidx sound, int x, int y) const 1633maptile::play_sound (faceidx sound, int x, int y) const
1596{ 1634{
1597 if (!sound) 1635 if (!sound)
1598 return; 1636 return;
1599 1637
1638 for_all_players_on_map (pl, this)
1639 if (client *ns = pl->ns)
1640 {
1641 int dx = x - pl->ob->x;
1642 int dy = y - pl->ob->y;
1643
1644 int distance = idistance (dx, dy);
1645
1646 if (distance <= MAX_SOUND_DISTANCE)
1647 ns->play_sound (sound, dx, dy);
1648 }
1649}
1650
1651void
1652maptile::say_msg (const char *msg, int x, int y) const
1653{
1600 for_all_players (pl) 1654 for_all_players (pl)
1601 if (pl->ob->map == this)
1602 if (client *ns = pl->ns) 1655 if (client *ns = pl->ns)
1603 { 1656 {
1604 int dx = x - pl->ob->x; 1657 int dx = x - pl->ob->x;
1605 int dy = y - pl->ob->y; 1658 int dy = y - pl->ob->y;
1606 1659
1607 int distance = idistance (dx, dy); 1660 int distance = idistance (dx, dy);
1608 1661
1609 if (distance <= MAX_SOUND_DISTANCE) 1662 if (distance <= MAX_SOUND_DISTANCE)
1610 ns->play_sound (sound, dx, dy); 1663 ns->send_msg (NDI_GREY | NDI_DEF, SAY_CHANNEL, msg);
1611 } 1664 }
1612} 1665}
1613 1666
1667dynbuf mapwalk_buf (sizeof (maprect) * 25, sizeof (maprect) * 25);
1668
1669static void
1670split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1671{
1672 // clip to map to the left
1673 if (x0 < 0)
1674 {
1675 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1676 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1677
1678 if (x1 < 0) // entirely to the left
1679 return;
1680
1681 x0 = 0;
1682 }
1683
1684 // clip to map to the right
1685 if (x1 > m->width)
1686 {
1687 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1688 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1689
1690 if (x0 > m->width) // entirely to the right
1691 return;
1692
1693 x1 = m->width;
1694 }
1695
1696 // clip to map above
1697 if (y0 < 0)
1698 {
1699 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1700 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1701
1702 if (y1 < 0) // entirely above
1703 return;
1704
1705 y0 = 0;
1706 }
1707
1708 // clip to map below
1709 if (y1 > m->height)
1710 {
1711 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1712 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1713
1714 if (y0 > m->height) // entirely below
1715 return;
1716
1717 y1 = m->height;
1718 }
1719
1720 // if we get here, the rect is within the current map
1721 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1722
1723 r->m = m;
1724 r->x0 = x0;
1725 r->y0 = y0;
1726 r->x1 = x1;
1727 r->y1 = y1;
1728 r->dx = dx;
1729 r->dy = dy;
1730}
1731
1732maprect *
1733maptile::split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1)
1734{
1735 buf.clear ();
1736
1737 ::split_to_tiles (buf, this, x0, y0, x1, y1, 0, 0);
1738
1739 // add end marker
1740 maprect *r = (maprect *)buf.alloc (sizeof (maprect));
1741 r->m = 0;
1742
1743 return (maprect *)buf.linearise ();
1744}
1745

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