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Comparing deliantra/server/common/map.C (file contents):
Revision 1.186 by root, Tue Apr 13 02:39:52 2010 UTC vs.
Revision 1.222 by root, Sat Dec 1 20:22:12 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2001-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <unistd.h> 26#include <unistd.h>
26 27
59 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0); 60 return mp->at (newx, newy).flags () | (mp != oldmap ? P_NEW_MAP : 0);
60} 61}
61 62
62/* 63/*
63 * Returns true if the given coordinate is blocked except by the 64 * Returns true if the given coordinate is blocked except by the
64 * object passed is not blocking. This is used with 65 * object passed is not blocking. This is used with
65 * multipart monsters - if we want to see if a 2x2 monster 66 * 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 67 * can move 1 space to the left, we don't want its own area
67 * to block it from moving there. 68 * to block it from moving there.
68 * Returns TRUE if the space is blocked by something other than the 69 * Returns TRUE if the space is blocked by something other than the
69 * monster. 70 * monster.
77 /* Make sure the coordinates are valid - they should be, as caller should 78 /* Make sure the coordinates are valid - they should be, as caller should
78 * have already checked this. 79 * have already checked this.
79 */ 80 */
80 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
81 { 82 {
82 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError | logBacktrace, "blocked_link: Passed map, x, y coordinates outside of map\n");
83 return 1; 84 return 1;
84 } 85 }
85 86
86 mapspace &ms = m->at (sx, sy); 87 mapspace &ms = m->at (sx, sy);
87 88
90 91
91 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
92 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
93 * things we need to do for players. 94 * things we need to do for players.
94 */ 95 */
95 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && blocked == 0)
96 return 0; 97 return 0;
97 98
98 /* if there isn't anything alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
99 * otherwise blocked, we can return now. Only if there is a living 100 * otherwise blocked, we can return now. Only if there is a living
100 * creature do we need to investigate if it is part of this creature 101 * creature do we need to investigate if it is part of this creature
110 /* We basically go through the stack of objects, and if there is 111 /* We basically go through the stack of objects, and if there is
111 * some other object that has NO_PASS or FLAG_ALIVE set, return 112 * some other object that has NO_PASS or FLAG_ALIVE set, return
112 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
113 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
114 */ 115 */
115 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 116 for (object *tmp = ms.top; tmp; tmp = tmp->below)
116 { 117 {
117 if (OB_MOVE_BLOCK (ob, tmp)) 118 if (OB_MOVE_BLOCK (ob, tmp))
118 { 119 {
119 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob)) 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
120 if (RESULT_INT (0)) 121 if (RESULT_INT (0))
144 return 1; // unconditional block 145 return 1; // unconditional block
145 146
146 } else { 147 } else {
147 // space does not block the ob, directly, but 148 // space does not block the ob, directly, but
148 // anything alive that is not a door still 149 // anything alive that is not a door still
149 // blocks anything but wizards. 150 // blocks anything
150 151
151 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
152 && tmp->head_ () != ob
153 && tmp != ob
154 && tmp->type != DOOR) 153 && tmp->type != DOOR
154 && tmp->head_ () != ob) //TODO: maybe move these check up?
155 return 1; 155 return 1;
156 } 156 }
157 } 157 }
158 158
159 return 0; 159 return 0;
160} 160}
161 161
162/* 162/*
163 * Returns qthe blocking object if the given object can't fit in the given 163 * Returns the blocking object if the given object can't fit in the given
164 * spot. This is meant for multi space objects - for single space objecs, 164 * spot. This is meant for multi space objects - for single space objecs,
165 * just calling get_map_blocked and checking that against movement type 165 * just calling get_map_blocked and checking that against movement type
166 * of object. This function goes through all the parts of the multipart 166 * of object. This function goes through all the parts of the multipart
167 * object and makes sure they can be inserted. 167 * object and makes sure they can be inserted.
168 * 168 *
312 case KW_arch: 312 case KW_arch:
313 if (object *op = object::read (f, this)) 313 if (object *op = object::read (f, this))
314 { 314 {
315 // TODO: why? 315 // TODO: why?
316 if (op->inv) 316 if (op->inv)
317 {
318 op->carrying = 0;
317 op->update_weight (); 319 op->update_weight ();
320 }
318 321
319 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
320 { 323 {
321 // we insert manually because 324 // we insert manually because
322 // a) its way faster 325 // a) its way faster
359} 362}
360 363
361void 364void
362maptile::activate () 365maptile::activate ()
363{ 366{
364 if (spaces) 367 if (state != MAP_INACTIVE)
368 return;
369
365 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 370 for (mapspace *ms = spaces + size (); ms-- > spaces; )
366 for (object *op = ms->bot; op; op = op->above) 371 for (object *op = ms->bot; op; op = op->above)
367 op->activate_recursive (); 372 op->activate_recursive ();
373
374 state = MAP_ACTIVE;
375
376 activate_physics ();
368} 377}
369 378
370void 379void
371maptile::deactivate () 380maptile::deactivate ()
372{ 381{
373 if (spaces) 382 if (state != MAP_ACTIVE)
383 return;
384
374 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 385 for (mapspace *ms = spaces + size (); ms-- > spaces; )
375 for (object *op = ms->bot; op; op = op->above) 386 for (object *op = ms->bot; op; op = op->above)
376 op->deactivate_recursive (); 387 op->deactivate_recursive ();
388
389 state = MAP_INACTIVE;
377} 390}
378 391
379bool 392bool
380maptile::_save_objects (object_freezer &f, int flags) 393maptile::_save_objects (object_freezer &f, int flags)
381{ 394{
422 return false; 435 return false;
423 436
424 return freezer.save (path); 437 return freezer.save (path);
425} 438}
426 439
427maptile::maptile () 440void
441maptile::init ()
428{ 442{
429 in_memory = MAP_SWAPPED; 443 state = MAP_SWAPPED;
430 444
431 /* The maps used to pick up default x and y values from the 445 /* The maps used to pick up default x and y values from the
432 * map archetype. Mimic that behaviour. 446 * map archetype. Mimic that behaviour.
433 */ 447 */
434 width = 16; 448 width = 16;
435 height = 16; 449 height = 16;
436 timeout = 300; 450 timeout = 300;
437 max_items = MAX_ITEM_PER_ACTION; 451 max_items = MAX_ITEM_PER_ACTION;
438 max_volume = 2000000; // 2m³ 452 max_volume = 2000000; // 2m³
439}
440
441maptile::maptile (int w, int h)
442{
443 in_memory = MAP_SWAPPED;
444
445 width = w;
446 height = h;
447 reset_timeout = 0; 453 reset_timeout = 0;
448 timeout = 300;
449 enter_x = 0; 454 enter_x = 0;
450 enter_y = 0; 455 enter_y = 0;
456}
457
458maptile::maptile ()
459{
460 init ();
461}
462
463maptile::maptile (int w, int h)
464{
465 init ();
466
467 width = w;
468 height = h;
451 469
452 alloc (); 470 alloc ();
453} 471}
454 472
455/* 473/*
466 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
467} 485}
468 486
469//+GPL 487//+GPL
470 488
471/* Takes a string from a map definition and outputs a pointer to the array of shopitems 489/* Takes a string from a map definition and outputs a pointer to the array of shopitems
472 * corresponding to that string. Memory is allocated for this, it must be freed 490 * corresponding to that string. Memory is allocated for this, it must be freed
473 * at a later date. 491 * at a later date.
474 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
475 */ 493 */
476static shopitems * 494static shopitems *
477parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
526 *q = '\0'; 544 *q = '\0';
527 545
528 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
529 if (current_type) 547 if (current_type)
530 { 548 {
531 items[i].name = current_type->name; 549 items[i].name = current_type->name;
532 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
533 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
534 } 552 }
535 else 553 else
536 { /* oh uh, something's wrong, let's free up this one, and try 554 { /* oh uh, something's wrong, let's free up this one, and try
537 * the next entry while we're at it, better print a warning 555 * the next entry while we're at it, better print a warning
538 */ 556 */
539 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string); 557 LOG (llevError, "invalid type %s defined in shopitems in string %s\n", p, input_string);
540 } 558 }
541 } 559 }
542 560
555 * the map (or something equivilent) into output_string. */ 573 * the map (or something equivilent) into output_string. */
556static const char * 574static const char *
557print_shop_string (maptile *m) 575print_shop_string (maptile *m)
558{ 576{
559 static dynbuf_text buf; buf.clear (); 577 static dynbuf_text buf; buf.clear ();
578 bool first = true;
560 579
561 for (int i = 0; i < m->shopitems[0].index; i++) 580 for (int i = 0; i < m->shopitems[0].index; i++)
562 { 581 {
582 if (!first)
583 buf << ';';
584
585 first = false;
586
563 if (m->shopitems[i].typenum) 587 if (m->shopitems[i].typenum)
564 { 588 {
565 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
566 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 590 buf.printf ("%s:%d", m->shopitems[i].name, m->shopitems[i].strength);
567 else 591 else
568 buf.printf ("%s;", m->shopitems[i].name); 592 buf.printf ("%s", m->shopitems[i].name);
569 } 593 }
570 else 594 else
571 { 595 {
572 if (m->shopitems[i].strength) 596 if (m->shopitems[i].strength)
573 buf.printf ("*:%d;", m->shopitems[i].strength); 597 buf.printf ("*:%d", m->shopitems[i].strength);
574 else 598 else
575 buf.printf ("*"); 599 buf.printf ("*");
576 } 600 }
577 } 601 }
578 602
601 { 625 {
602 case KW_msg: 626 case KW_msg:
603 thawer.get_ml (KW_endmsg, msg); 627 thawer.get_ml (KW_endmsg, msg);
604 break; 628 break;
605 629
606 case KW_lore: // CF+ extension 630 case KW_lore: // deliantra extension
607 thawer.get_ml (KW_endlore, maplore); 631 thawer.get_ml (KW_endlore, maplore);
608 break; 632 break;
609 633
610 case KW_maplore: 634 case KW_maplore:
611 thawer.get_ml (KW_endmaplore, maplore); 635 thawer.get_ml (KW_endmaplore, maplore);
634 case KW_per_player: thawer.get (per_player); break; 658 case KW_per_player: thawer.get (per_player); break;
635 case KW_per_party: thawer.get (per_party); break; 659 case KW_per_party: thawer.get (per_party); break;
636 case KW_no_reset: thawer.get (no_reset); break; 660 case KW_no_reset: thawer.get (no_reset); break;
637 case KW_no_drop: thawer.get (no_drop); break; 661 case KW_no_drop: thawer.get (no_drop); break;
638 662
639 case KW_region: default_region = region::find (thawer.get_str ()); break; 663 case KW_region: thawer.get (default_region); break;
640 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break; 664 case KW_shopitems: shopitems = parse_shop_string (thawer.get_str ()); break;
641 665
642 // old names new names 666 // old names new names
643 case KW_hp: case KW_enter_x: thawer.get (enter_x); break; 667 case KW_hp: case KW_enter_x: thawer.get (enter_x); break;
644 case KW_sp: case KW_enter_y: thawer.get (enter_y); break; 668 case KW_sp: case KW_enter_y: thawer.get (enter_y); break;
648 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
649 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
650 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
651 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break; 675 case KW_stand_still: case KW_fixed_resettime: thawer.get (fixed_resettime); break;
652 676
653 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
654 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
655 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
656 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
657 683
658 case KW_ERROR: 684 case KW_ERROR:
659 set_key_text (thawer.kw_str, thawer.value); 685 set_key_text (thawer.kw_str, thawer.value);
660 break; 686 break;
661 687
662 case KW_end: 688 case KW_end:
663 thawer.next (); 689 thawer.next ();
664 return true; 690 return true;
665 691
666 default: 692 default:
667 if (!thawer.parse_error ("map", 0)) 693 if (!thawer.parse_error ("map"))
668 return false; 694 return false;
669 break; 695 break;
670 } 696 }
671 697
672 thawer.next (); 698 thawer.next ();
740 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
741 767
742 MAP_OUT (per_player); 768 MAP_OUT (per_player);
743 MAP_OUT (per_party); 769 MAP_OUT (per_party);
744 770
745 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 771 if (tile_path [TILE_NORTH]) MAP_OUT2 (tile_path_1, tile_path [TILE_NORTH]);
746 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 772 if (tile_path [TILE_EAST ]) MAP_OUT2 (tile_path_2, tile_path [TILE_EAST ]);
747 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 773 if (tile_path [TILE_SOUTH]) MAP_OUT2 (tile_path_3, tile_path [TILE_SOUTH]);
748 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 774 if (tile_path [TILE_WEST ]) MAP_OUT2 (tile_path_4, tile_path [TILE_WEST ]);
775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
749 777
750 freezer.put (this); 778 freezer.put (this);
751 freezer.put (KW(end)); 779 freezer.put (KW(end));
752 780
753 return true; 781 return true;
810 msg = 0; 838 msg = 0;
811 maplore = 0; 839 maplore = 0;
812 shoprace = 0; 840 shoprace = 0;
813 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
814 842
815 for (int i = 0; i < 4; i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
816 tile_path [i] = 0; 844 tile_path [i] = 0;
817} 845}
818 846
819maptile::~maptile () 847maptile::~maptile ()
820{ 848{
827 /* We need to look through all the maps and see if any maps 855 /* We need to look through all the maps and see if any maps
828 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
829 * tiling can be asymetric, we just can not look to see which 857 * tiling can be asymetric, we just can not look to see which
830 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
831 */ 859 */
832 for (int i = 0; i < 4; i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
833 if (tile_map[i] == m) 861 if (tile_map[i] == m)
834 tile_map[i] = 0; 862 tile_map[i] = 0;
835} 863}
836 864
837void 865void
990 update_all_map_los (this); 1018 update_all_map_los (this);
991 1019
992 return 1; 1020 return 1;
993} 1021}
994 1022
995/* 1023/*
996 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
997 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
998 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
999 * through, etc) 1027 * through, etc)
1000 */ 1028 */
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1105 1133
1106 /* At this point, we have a floor face (if there is a floor), 1134 /* At this point, we have a floor face (if there is a floor),
1107 * and the floor is set - we are not going to touch it at 1135 * and the floor is set - we are not going to touch it at
1108 * this point. 1136 * this point.
1109 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1110 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1111 * 1139 *
1112 * We now need to fill in top.face and/or middle.face. 1140 * We now need to fill in top.face and/or middle.face.
1113 */ 1141 */
1114 1142
1115 /* If the top face also happens to be high visibility, re-do our 1143 /* If the top face also happens to be high visibility, re-do our
1116 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1117 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1118 * may be possible for the faces to match but be different objects. 1146 * may be possible for the faces to match but be different objects.
1119 */ 1147 */
1120 if (top == middle) 1148 if (top == middle)
1121 middle = 0; 1149 middle = 0;
1122 1150
1151 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1152 * middle is not set 1180 * middle is not set
1153 * 1181 *
1154 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1155 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1156 * 1184 *
1157 */ 1185 */
1158 if (tmp != top) 1186 if (tmp != top)
1159 { 1187 {
1160 middle = tmp; 1188 middle = tmp;
1161 break; 1189 break;
1168 middle = 0; 1196 middle = 0;
1169 1197
1170 if (top == middle) 1198 if (top == middle)
1171 middle = 0; 1199 middle = 0;
1172 1200
1201 // set lower map transparent floor flag if applicable
1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1203 {
1204 floor->set_anim_frame (0);
1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 {
1208 mapspace &ms = m->at (floor->x, floor->y);
1209 ms.update ();
1210
1211 if (object *floor2 = ms.faces_obj [2])
1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1213 {
1214 floor->set_anim_frame (1);
1215 top = floor;
1216 middle = ms.faces_obj [0];
1217 floor = floor2;
1218 }
1219
1220 ms.pflags |= PF_VIS_UP;
1221 }
1222 }
1223
1173#if 0 1224#if 0
1174 faces_obj [0] = top; 1225 faces_obj [0] = top;
1175 faces_obj [1] = middle; 1226 faces_obj [1] = middle;
1176 faces_obj [2] = floor; 1227 faces_obj [2] = floor;
1177#endif 1228#endif
1178} 1229}
1179 1230
1231void
1232mapspace::update_up ()
1233{
1234 // invalidate up
1235 if (!(pflags & PF_VIS_UP))
1236 return;
1237
1238 pflags &= ~PF_VIS_UP;
1239
1240 if (bot)
1241 if (maptile *m = bot->map->tile_map [TILE_UP])
1242 m->at (bot->x, bot->y).invalidate ();
1243}
1244
1180maptile * 1245maptile *
1181maptile::tile_available (int dir, bool load) 1246maptile::tile_available (int dir, bool load)
1182{ 1247{
1248 // map is there and we don't need to load it OR it's loaded => return what we have
1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1250 return tile_map [dir];
1251
1183 if (tile_path[dir]) 1252 if (tile_path [dir])
1184 { 1253 {
1185 if (tile_map[dir] && (!load || tile_map[dir]->in_memory == MAP_ACTIVE)) 1254 // well, try to locate it then, if possible - maybe it's there already
1255 // this is the ONLY place in the server that links maps with each other,
1256 // so any kind of inter-map stuff has to be initiated here.
1257 if (maptile *m = find_async (tile_path [dir], this, load))
1258 {
1259 bool mismatch = false;
1260
1261 if (dir == TILE_NORTH || dir == TILE_SOUTH || dir == TILE_UP || dir == TILE_DOWN)
1262 if (width != m->width)
1263 mismatch = true;
1264
1265 if (dir == TILE_EAST || dir == TILE_WEST || dir == TILE_UP || dir == TILE_DOWN)
1266 if (height != m->height)
1267 mismatch = true;
1268
1269 if (mismatch)
1270 {
1271 LOG (llevError, "tile dimension mismatch for direction %d from %s to %s\n",
1272 dir, &path, &m->path);
1273 m = 0;
1274 }
1275 else if (0)//D
1276 {
1277 // as an optimisation, link us against the other map if the other map
1278 // has us as neighbour, which is very common, but not guaranteed.
1279 int dir2 = REVERSE_TILE_DIR (dir);
1280
1281 if (m->tile_path [dir2] == path)
1282 m->tile_map [dir2] = this;
1283 }
1284
1285
1186 return tile_map[dir]; 1286 return tile_map [dir] = m;
1187 1287 }
1188 if ((tile_map[dir] = find_async (tile_path[dir], this, load)))
1189 return tile_map[dir];
1190 } 1288 }
1191 1289
1192 return 0; 1290 return 0;
1193} 1291}
1194 1292
1195/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1196 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1197 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1198 * This is the function should always be used when it 1296 * This is the function should always be used when it
1199 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1200 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1201 * tiled maps. 1299 * tiled maps.
1202 */ 1300 */
1203int 1301int
1204out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1205{ 1303{
1210 if (!m) 1308 if (!m)
1211 return 0; 1309 return 0;
1212 1310
1213 if (x < 0) 1311 if (x < 0)
1214 { 1312 {
1215 if (!m->tile_available (3)) 1313 if (!m->tile_available (TILE_WEST))
1216 return 1; 1314 return 1;
1217 1315
1218 return out_of_map (m->tile_map[3], x + m->tile_map[3]->width, y); 1316 return out_of_map (m->tile_map [TILE_WEST], x + m->tile_map [TILE_WEST]->width, y);
1219 } 1317 }
1220 1318
1221 if (x >= m->width) 1319 if (x >= m->width)
1222 { 1320 {
1223 if (!m->tile_available (1)) 1321 if (!m->tile_available (TILE_EAST))
1224 return 1; 1322 return 1;
1225 1323
1226 return out_of_map (m->tile_map[1], x - m->width, y); 1324 return out_of_map (m->tile_map [TILE_EAST], x - m->width, y);
1227 } 1325 }
1228 1326
1229 if (y < 0) 1327 if (y < 0)
1230 { 1328 {
1231 if (!m->tile_available (0)) 1329 if (!m->tile_available (TILE_NORTH))
1232 return 1; 1330 return 1;
1233 1331
1234 return out_of_map (m->tile_map[0], x, y + m->tile_map[0]->height); 1332 return out_of_map (m->tile_map [TILE_NORTH], x, y + m->tile_map [TILE_NORTH]->height);
1235 } 1333 }
1236 1334
1237 if (y >= m->height) 1335 if (y >= m->height)
1238 { 1336 {
1239 if (!m->tile_available (2)) 1337 if (!m->tile_available (TILE_SOUTH))
1240 return 1; 1338 return 1;
1241 1339
1242 return out_of_map (m->tile_map[2], x, y - m->height); 1340 return out_of_map (m->tile_map [TILE_SOUTH], x, y - m->height);
1243 } 1341 }
1244 1342
1245 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1246 * map. 1344 * map.
1247 */ 1345 */
1249} 1347}
1250 1348
1251/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1252 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1253 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1254 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1255 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1256 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1257 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1258 */ 1356 */
1259maptile * 1357maptile *
1260maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1261{ 1359{
1262 if (x < 0) 1360 if (x < 0)
1263 { 1361 {
1264 if (!tile_available (3)) 1362 if (!tile_available (TILE_WEST))
1265 return 0; 1363 return 0;
1266 1364
1267 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1268 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1269 } 1367 }
1270 1368
1271 if (x >= width) 1369 if (x >= width)
1272 { 1370 {
1273 if (!tile_available (1)) 1371 if (!tile_available (TILE_EAST))
1274 return 0; 1372 return 0;
1275 1373
1276 x -= width; 1374 x -= width;
1277 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1278 } 1376 }
1279 1377
1280 if (y < 0) 1378 if (y < 0)
1281 { 1379 {
1282 if (!tile_available (0)) 1380 if (!tile_available (TILE_NORTH))
1283 return 0; 1381 return 0;
1284 1382
1285 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1286 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1287 } 1385 }
1288 1386
1289 if (y >= height) 1387 if (y >= height)
1290 { 1388 {
1291 if (!tile_available (2)) 1389 if (!tile_available (TILE_SOUTH))
1292 return 0; 1390 return 0;
1293 1391
1294 y -= height; 1392 y -= height;
1295 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1296 } 1394 }
1297 1395
1298 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1299 * map. 1397 * map.
1300 */ 1398 */
1304/** 1402/**
1305 * Return whether map2 is adjacent to map1. If so, store the distance from 1403 * Return whether map2 is adjacent to map1. If so, store the distance from
1306 * map1 to map2 in dx/dy. 1404 * map1 to map2 in dx/dy.
1307 */ 1405 */
1308int 1406int
1309adjacent_map (const maptile *map1, const maptile *map2, int *dx, int *dy) 1407adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy)
1310{ 1408{
1311 if (!map1 || !map2) 1409 if (!map1 || !map2)
1312 return 0; 1410 return 0;
1313 1411
1314 //TODO: this doesn't actually check correctly when intermediate maps are not loaded 1412 //TODO: this doesn't actually check correctly when intermediate maps are not loaded
1316 if (map1 == map2) 1414 if (map1 == map2)
1317 { 1415 {
1318 *dx = 0; 1416 *dx = 0;
1319 *dy = 0; 1417 *dy = 0;
1320 } 1418 }
1321 else if (map1->tile_map[0] == map2) 1419 else if (map1->tile_available (TILE_NORTH, false) == map2)
1322 { /* up */ 1420 {
1323 *dx = 0; 1421 *dx = 0;
1324 *dy = -map2->height; 1422 *dy = -map2->height;
1325 } 1423 }
1326 else if (map1->tile_map[1] == map2) 1424 else if (map1->tile_available (TILE_EAST , false) == map2)
1327 { /* right */ 1425 {
1328 *dx = map1->width; 1426 *dx = map1->width;
1329 *dy = 0; 1427 *dy = 0;
1330 } 1428 }
1331 else if (map1->tile_map[2] == map2) 1429 else if (map1->tile_available (TILE_SOUTH, false) == map2)
1332 { /* down */ 1430 {
1333 *dx = 0; 1431 *dx = 0;
1334 *dy = map1->height; 1432 *dy = map1->height;
1335 } 1433 }
1336 else if (map1->tile_map[3] == map2) 1434 else if (map1->tile_available (TILE_WEST , false) == map2)
1337 { /* left */ 1435 {
1338 *dx = -map2->width; 1436 *dx = -map2->width;
1339 *dy = 0; 1437 *dy = 0;
1340 } 1438 }
1341 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[1] == map2) 1439 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_EAST , false) == map2)
1342 { /* up right */ 1440 { /* up right */
1343 *dx = map1->tile_map[0]->width; 1441 *dx = +map1->tile_map[TILE_NORTH]->width;
1344 *dy = -map1->tile_map[0]->height; 1442 *dy = -map1->tile_map[TILE_NORTH]->height;
1345 } 1443 }
1346 else if (map1->tile_map[0] && map1->tile_map[0]->tile_map[3] == map2) 1444 else if (map1->tile_map[TILE_NORTH] && map1->tile_map[TILE_NORTH]->tile_available (TILE_WEST , false) == map2)
1347 { /* up left */ 1445 { /* up left */
1348 *dx = -map2->width; 1446 *dx = -map2->width;
1349 *dy = -map1->tile_map[0]->height; 1447 *dy = -map1->tile_map[TILE_NORTH]->height;
1350 } 1448 }
1351 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[0] == map2) 1449 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_NORTH, false) == map2)
1352 { /* right up */ 1450 { /* right up */
1353 *dx = map1->width; 1451 *dx = +map1->width;
1354 *dy = -map2->height; 1452 *dy = -map2->height;
1355 } 1453 }
1356 else if (map1->tile_map[1] && map1->tile_map[1]->tile_map[2] == map2) 1454 else if (map1->tile_map[TILE_EAST ] && map1->tile_map[TILE_EAST ]->tile_available (TILE_SOUTH, false) == map2)
1357 { /* right down */ 1455 { /* right down */
1358 *dx = map1->width; 1456 *dx = +map1->width;
1359 *dy = map1->tile_map[1]->height; 1457 *dy = +map1->tile_map[TILE_EAST]->height;
1360 } 1458 }
1361 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[1] == map2) 1459 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_EAST , false) == map2)
1362 { /* down right */ 1460 { /* down right */
1363 *dx = map1->tile_map[2]->width; 1461 *dx = +map1->tile_map[TILE_SOUTH]->width;
1364 *dy = map1->height; 1462 *dy = +map1->height;
1365 } 1463 }
1366 else if (map1->tile_map[2] && map1->tile_map[2]->tile_map[3] == map2) 1464 else if (map1->tile_map[TILE_SOUTH] && map1->tile_map[TILE_SOUTH]->tile_available (TILE_WEST , false) == map2)
1367 { /* down left */ 1465 { /* down left */
1368 *dx = -map2->width; 1466 *dx = -map2->width;
1369 *dy = map1->height; 1467 *dy = +map1->height;
1370 } 1468 }
1371 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[0] == map2) 1469 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_NORTH, false) == map2)
1372 { /* left up */ 1470 { /* left up */
1373 *dx = -map1->tile_map[3]->width; 1471 *dx = -map1->tile_map[TILE_WEST]->width;
1374 *dy = -map2->height; 1472 *dy = -map2->height;
1375 } 1473 }
1376 else if (map1->tile_map[3] && map1->tile_map[3]->tile_map[2] == map2) 1474 else if (map1->tile_map[TILE_WEST ] && map1->tile_map[TILE_WEST ]->tile_available (TILE_SOUTH, false) == map2)
1377 { /* left down */ 1475 { /* left down */
1378 *dx = -map1->tile_map[3]->width; 1476 *dx = -map1->tile_map[TILE_WEST]->width;
1379 *dy = map1->tile_map[3]->height; 1477 *dy = +map1->tile_map[TILE_WEST]->height;
1380 } 1478 }
1381 else 1479 else
1382 return 0; 1480 return 0;
1383 1481
1384 return 1; 1482 return 1;
1407 * so you just can not look the the map coordinates and get the 1505 * so you just can not look the the map coordinates and get the
1408 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1409 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1410 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1411 * monster that is closest. 1509 * monster that is closest.
1412 * 1510 *
1413 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1414 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1415 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1416 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1417 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1425get_rangevector (object *op1, object *op2, rv_vector *retval, int flags) 1523get_rangevector (object *op1, object *op2, rv_vector *retval, int flags)
1426{ 1524{
1427 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y)) 1525 if (!adjacent_map (op1->map, op2->map, &retval->distance_x, &retval->distance_y))
1428 { 1526 {
1429 /* be conservative and fill in _some_ data */ 1527 /* be conservative and fill in _some_ data */
1430 retval->distance = 10000; 1528 retval->distance = 10000;
1431 retval->distance_x = 10000; 1529 retval->distance_x = 10000;
1432 retval->distance_y = 10000; 1530 retval->distance_y = 10000;
1433 retval->direction = 0; 1531 retval->direction = 0;
1434 retval->part = 0; 1532 retval->part = 0;
1435 } 1533 }
1436 else 1534 else
1437 { 1535 {
1438 retval->distance_x += op2->x - op1->x; 1536 retval->distance_x += op2->x - op1->x;
1439 retval->distance_y += op2->y - op1->y; 1537 retval->distance_y += op2->y - op1->y;
1441 object *best = op1; 1539 object *best = op1;
1442 1540
1443 /* If this is multipart, find the closest part now */ 1541 /* If this is multipart, find the closest part now */
1444 if (!(flags & 1) && op1->more) 1542 if (!(flags & 1) && op1->more)
1445 { 1543 {
1446 int best_distance = retval->distance_x * retval->distance_x + retval->distance_y * retval->distance_y, tmpi; 1544 int best_distance = idistance (retval->distance_x, retval->distance_y);
1447 1545
1448 /* we just take the offset of the piece to head to figure 1546 /* we just take the offset of the piece to head to figure
1449 * distance instead of doing all that work above again 1547 * distance instead of doing all that work above again
1450 * since the distance fields we set above are positive in the 1548 * since the distance fields we set above are positive in the
1451 * same axis as is used for multipart objects, the simply arithmetic 1549 * same axis as is used for multipart objects, the simply arithmetic
1452 * below works. 1550 * below works.
1453 */ 1551 */
1454 for (object *tmp = op1->more; tmp; tmp = tmp->more) 1552 for (object *tmp = op1->more; tmp; tmp = tmp->more)
1455 { 1553 {
1456 tmpi = (op1->x - tmp->x + retval->distance_x) * (op1->x - tmp->x + retval->distance_x) + 1554 int tmpi = idistance (op1->x - tmp->x + retval->distance_x, op1->y - tmp->y + retval->distance_y);
1457 (op1->y - tmp->y + retval->distance_y) * (op1->y - tmp->y + retval->distance_y); 1555
1458 if (tmpi < best_distance) 1556 if (tmpi < best_distance)
1459 { 1557 {
1460 best_distance = tmpi; 1558 best_distance = tmpi;
1461 best = tmp; 1559 best = tmp;
1462 } 1560 }
1463 } 1561 }
1464 1562
1465 if (best != op1) 1563 if (best != op1)
1466 { 1564 {
1467 retval->distance_x += op1->x - best->x; 1565 retval->distance_x += op1->x - best->x;
1468 retval->distance_y += op1->y - best->y; 1566 retval->distance_y += op1->y - best->y;
1469 } 1567 }
1470 } 1568 }
1471 1569
1472 retval->part = best; 1570 retval->part = best;
1473 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1571 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1474 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1475 } 1573 }
1476} 1574}
1477 1575
1478/* this is basically the same as get_rangevector above, but instead of 1576/* this is basically the same as get_rangevector above, but instead of
1479 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1480 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1481 * since the object is not infact moving but we are trying to traverse 1579 * since the object is not infact moving but we are trying to traverse
1482 * the path, we need this. 1580 * the path, we need this.
1483 * flags has no meaning for this function at this time - I kept it in to 1581 * flags has no meaning for this function at this time - I kept it in to
1484 * be more consistant with the above function and also in case they are needed 1582 * be more consistant with the above function and also in case they are needed
1485 * for something in the future. Also, since no object is pasted, the best 1583 * for something in the future. Also, since no object is pasted, the best
1486 * field of the rv_vector is set to NULL. 1584 * field of the rv_vector is set to NULL.
1487 */ 1585 */
1488void 1586void
1489get_rangevector_from_mapcoord (const maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags) 1587get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags)
1490{ 1588{
1491 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y)) 1589 if (!adjacent_map (m, op2->map, &retval->distance_x, &retval->distance_y))
1492 { 1590 {
1493 /* be conservative and fill in _some_ data */ 1591 /* be conservative and fill in _some_ data */
1494 retval->distance = 100000; 1592 retval->distance = 100000;
1495 retval->distance_x = 32767; 1593 retval->distance_x = 32767;
1496 retval->distance_y = 32767; 1594 retval->distance_y = 32767;
1497 retval->direction = 0; 1595 retval->direction = 0;
1498 retval->part = 0; 1596 retval->part = 0;
1499 } 1597 }
1500 else 1598 else
1501 { 1599 {
1502 retval->distance_x += op2->x - x; 1600 retval->distance_x += op2->x - x;
1503 retval->distance_y += op2->y - y; 1601 retval->distance_y += op2->y - y;
1504 1602
1505 retval->part = 0; 1603 retval->part = 0;
1506 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y)); 1604 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1507 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1605 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1508 } 1606 }
1509} 1607}
1510 1608
1511/* Returns true of op1 and op2 are effectively on the same map 1609/* Returns true of op1 and op2 are effectively on the same map
1512 * (as related to map tiling). Note that this looks for a path from 1610 * (as related to map tiling). Note that this looks for a path from
1616split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy) 1714split_to_tiles (dynbuf &buf, maptile *m, int x0, int y0, int x1, int y1, int dx, int dy)
1617{ 1715{
1618 // clip to map to the left 1716 // clip to map to the left
1619 if (x0 < 0) 1717 if (x0 < 0)
1620 { 1718 {
1621 if (maptile *tile = m->tile_available (TILE_LEFT, 1)) 1719 if (maptile *tile = m->tile_available (TILE_WEST, 1))
1622 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy); 1720 split_to_tiles (buf, tile, x0 + tile->width, y0, min (x1 + tile->width, tile->width), y1, dx - tile->width, dy);
1623 1721
1624 if (x1 < 0) // entirely to the left 1722 if (x1 < 0) // entirely to the left
1625 return; 1723 return;
1626 1724
1628 } 1726 }
1629 1727
1630 // clip to map to the right 1728 // clip to map to the right
1631 if (x1 > m->width) 1729 if (x1 > m->width)
1632 { 1730 {
1633 if (maptile *tile = m->tile_available (TILE_RIGHT, 1)) 1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1634 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy); 1732 split_to_tiles (buf, tile, max (x0 - m->width, 0), y0, x1 - m->width, y1, dx + m->width, dy);
1635 1733
1636 if (x0 > m->width) // entirely to the right 1734 if (x0 >= m->width) // entirely to the right
1637 return; 1735 return;
1638 1736
1639 x1 = m->width; 1737 x1 = m->width;
1640 } 1738 }
1641 1739
1642 // clip to map above 1740 // clip to map to the north
1643 if (y0 < 0) 1741 if (y0 < 0)
1644 { 1742 {
1645 if (maptile *tile = m->tile_available (TILE_UP, 1)) 1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1646 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height); 1744 split_to_tiles (buf, tile, x0, y0 + tile->height, x1, min (y1 + tile->height, tile->height), dx, dy - tile->height);
1647 1745
1648 if (y1 < 0) // entirely above 1746 if (y1 < 0) // entirely to the north
1649 return; 1747 return;
1650 1748
1651 y0 = 0; 1749 y0 = 0;
1652 } 1750 }
1653 1751
1654 // clip to map below 1752 // clip to map to the south
1655 if (y1 > m->height) 1753 if (y1 > m->height)
1656 { 1754 {
1657 if (maptile *tile = m->tile_available (TILE_DOWN, 1)) 1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1658 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height); 1756 split_to_tiles (buf, tile, x0, max (y0 - m->height, 0), x1, y1 - m->height, dx, dy + m->height);
1659 1757
1660 if (y0 > m->height) // entirely below 1758 if (y0 >= m->height) // entirely to the south
1661 return; 1759 return;
1662 1760
1663 y1 = m->height; 1761 y1 = m->height;
1664 } 1762 }
1665 1763

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