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Comparing deliantra/server/common/map.C (file contents):
Revision 1.209 by root, Sat May 7 11:49:08 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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.
483 spaces = salloc0<mapspace> (size ()); 484 spaces = salloc0<mapspace> (size ());
484} 485}
485 486
486//+GPL 487//+GPL
487 488
488/* 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
489 * 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
490 * at a later date. 491 * at a later date.
491 * Called by parse_map_headers below. 492 * Called by parse_map_headers below.
492 */ 493 */
493static shopitems * 494static shopitems *
494parse_shop_string (const char *input_string) 495parse_shop_string (const char *input_string)
543 *q = '\0'; 544 *q = '\0';
544 545
545 current_type = get_typedata_by_name (p); 546 current_type = get_typedata_by_name (p);
546 if (current_type) 547 if (current_type)
547 { 548 {
548 items[i].name = current_type->name; 549 items[i].name = current_type->name;
549 items[i].typenum = current_type->number; 550 items[i].typenum = current_type->number;
550 items[i].name_pl = current_type->name_pl; 551 items[i].name_pl = current_type->name_pl;
551 } 552 }
552 else 553 else
553 { /* 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
554 * 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
555 */ 556 */
556 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);
557 } 558 }
558 } 559 }
559 560
671 case KW_value: case KW_swap_time: thawer.get (timeout); break; 672 case KW_value: case KW_swap_time: thawer.get (timeout); break;
672 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break; 673 case KW_level: case KW_difficulty: thawer.get (difficulty); difficulty = clamp (difficulty, 1, settings.max_level); break;
673 case KW_invisible: case KW_darkness: thawer.get (darkness); break; 674 case KW_invisible: case KW_darkness: thawer.get (darkness); break;
674 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;
675 676
676 case KW_tile_path_1: thawer.get (tile_path [0]); break; 677 case KW_tile_path_1: thawer.get (tile_path [TILE_NORTH]); break;
677 case KW_tile_path_2: thawer.get (tile_path [1]); break; 678 case KW_tile_path_2: thawer.get (tile_path [TILE_EAST ]); break;
678 case KW_tile_path_3: thawer.get (tile_path [2]); break; 679 case KW_tile_path_3: thawer.get (tile_path [TILE_SOUTH]); break;
679 case KW_tile_path_4: thawer.get (tile_path [3]); break; 680 case KW_tile_path_4: thawer.get (tile_path [TILE_WEST ]); break;
680 case KW_tile_path_5: thawer.get (tile_path [4]); break; 681 case KW_tile_path_5: thawer.get (tile_path [TILE_UP ]); break;
681 case KW_tile_path_6: thawer.get (tile_path [5]); break; 682 case KW_tile_path_6: thawer.get (tile_path [TILE_DOWN ]); break;
682 683
683 case KW_ERROR: 684 case KW_ERROR:
684 set_key_text (thawer.kw_str, thawer.value); 685 set_key_text (thawer.kw_str, thawer.value);
685 break; 686 break;
686 687
765 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore); 766 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
766 767
767 MAP_OUT (per_player); 768 MAP_OUT (per_player);
768 MAP_OUT (per_party); 769 MAP_OUT (per_party);
769 770
770 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]);
771 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 ]);
772 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]);
773 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 ]);
774 if (tile_path [4]) MAP_OUT2 (tile_path_5, tile_path [4]); 775 if (tile_path [TILE_UP ]) MAP_OUT2 (tile_path_5, tile_path [TILE_UP ]);
775 if (tile_path [5]) MAP_OUT2 (tile_path_6, tile_path [5]); 776 if (tile_path [TILE_DOWN ]) MAP_OUT2 (tile_path_6, tile_path [TILE_DOWN ]);
776 777
777 freezer.put (this); 778 freezer.put (this);
778 freezer.put (KW(end)); 779 freezer.put (KW(end));
779 780
780 return true; 781 return true;
837 msg = 0; 838 msg = 0;
838 maplore = 0; 839 maplore = 0;
839 shoprace = 0; 840 shoprace = 0;
840 delete [] shopitems, shopitems = 0; 841 delete [] shopitems, shopitems = 0;
841 842
842 for (int i = 0; i < array_length (tile_path); i++) 843 for (int i = 0; i < ecb_array_length (tile_path); i++)
843 tile_path [i] = 0; 844 tile_path [i] = 0;
844} 845}
845 846
846maptile::~maptile () 847maptile::~maptile ()
847{ 848{
854 /* 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
855 * are pointing at this one for tiling information. Since 856 * are pointing at this one for tiling information. Since
856 * 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
857 * maps this map tiles with and clears those. 858 * maps this map tiles with and clears those.
858 */ 859 */
859 for (int i = 0; i < array_length (tile_path); i++) 860 for (int i = 0; i < ecb_array_length (tile_path); i++)
860 if (tile_map[i] == m) 861 if (tile_map[i] == m)
861 tile_map[i] = 0; 862 tile_map[i] = 0;
862} 863}
863 864
864void 865void
1017 update_all_map_los (this); 1018 update_all_map_los (this);
1018 1019
1019 return 1; 1020 return 1;
1020} 1021}
1021 1022
1022/* 1023/*
1023 * This function updates various attributes about a specific space 1024 * This function updates various attributes about a specific space
1024 * on the map (what it looks like, whether it blocks magic, 1025 * on the map (what it looks like, whether it blocks magic,
1025 * has a living creatures, prevents people from passing 1026 * has a living creatures, prevents people from passing
1026 * through, etc) 1027 * through, etc)
1027 */ 1028 */
1131 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 1132 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1132 1133
1133 /* 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),
1134 * 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
1135 * this point. 1136 * this point.
1136 * middle contains the highest visibility face. 1137 * middle contains the highest visibility face.
1137 * top contains a player/monster face, if there is one. 1138 * top contains a player/monster face, if there is one.
1138 * 1139 *
1139 * 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.
1140 */ 1141 */
1141 1142
1142 /* 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
1143 * middle face. This should not happen, as we already have the 1144 * middle face. This should not happen, as we already have the
1144 * else statement above so middle should not get set. OTOH, it 1145 * else statement above so middle should not get set. OTOH, it
1145 * 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.
1146 */ 1147 */
1147 if (top == middle) 1148 if (top == middle)
1148 middle = 0; 1149 middle = 0;
1149 1150
1178 /* top is already set - we should only get here if 1179 /* top is already set - we should only get here if
1179 * middle is not set 1180 * middle is not set
1180 * 1181 *
1181 * Set the middle face and break out, since there is nothing 1182 * Set the middle face and break out, since there is nothing
1182 * more to fill in. We don't check visiblity here, since 1183 * more to fill in. We don't check visiblity here, since
1183 * 1184 *
1184 */ 1185 */
1185 if (tmp != top) 1186 if (tmp != top)
1186 { 1187 {
1187 middle = tmp; 1188 middle = tmp;
1188 break; 1189 break;
1195 middle = 0; 1196 middle = 0;
1196 1197
1197 if (top == middle) 1198 if (top == middle)
1198 middle = 0; 1199 middle = 0;
1199 1200
1200 // dire hack to handle "transparent" floors - currently only open_space 1201 // set lower map transparent floor flag if applicable
1201 if (floor && floor->arch->archname == shstr_quad_open_space 1202 if (floor && floor->flag [FLAG_IS_TRANSPARENT_FLOOR] && !middle && !top)
1202 && !middle)
1203 { 1203 {
1204 floor->set_anim_frame (0); 1204 floor->set_anim_frame (0);
1205 1205
1206 if (maptile *m = floor->map->tile_map [TILE_DOWN]) 1206 if (maptile *m = floor->map->tile_map [TILE_DOWN])
1207 { 1207 {
1208 // mirror the floor - very unreliable because usually outdated,
1209 // but somewhta works because floors do not change often :/
1210 middle = floor;
1211
1212 mapspace &ms = m->at (floor->x, floor->y); 1208 mapspace &ms = m->at (floor->x, floor->y);
1213
1214 ms.update (); 1209 ms.update ();
1215 1210
1216 if (object *floor2 = ms.faces_obj [2]) 1211 if (object *floor2 = ms.faces_obj [2])
1217 if (floor2->arch->archname != shstr_quad_open_space) 1212 if (!floor2->flag [FLAG_IS_TRANSPARENT_FLOOR])
1218 { 1213 {
1219 floor->set_anim_frame (1); 1214 floor->set_anim_frame (1);
1220 middle = floor; 1215 top = floor;
1216 middle = ms.faces_obj [0];
1221 floor = floor2; 1217 floor = floor2;
1222 } 1218 }
1219
1220 ms.pflags |= PF_VIS_UP;
1223 } 1221 }
1224 } 1222 }
1225 1223
1226#if 0 1224#if 0
1227 faces_obj [0] = top; 1225 faces_obj [0] = top;
1228 faces_obj [1] = middle; 1226 faces_obj [1] = middle;
1229 faces_obj [2] = floor; 1227 faces_obj [2] = floor;
1230#endif 1228#endif
1231} 1229}
1232 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
1233maptile * 1245maptile *
1234maptile::tile_available (int dir, bool load) 1246maptile::tile_available (int dir, bool load)
1235{ 1247{
1236 if (tile_path[dir])
1237 {
1238 // map is there and we don't need to load it OR it's loaded => return what we have 1248 // map is there and we don't need to load it OR it's loaded => return what we have
1239 if (tile_map[dir] && (!load || tile_map[dir]->linkable ())) 1249 if (tile_map [dir] && (!load || tile_map [dir]->linkable ()))
1240 return tile_map[dir]; 1250 return tile_map [dir];
1241 1251
1252 if (tile_path [dir])
1253 {
1242 // well, try to locate it then, if possible - maybe it's there already 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.
1243 if ((tile_map[dir] = find_async (tile_path[dir], this, load))) 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
1244 return tile_map[dir]; 1286 return tile_map [dir] = m;
1287 }
1245 } 1288 }
1246 1289
1247 return 0; 1290 return 0;
1248} 1291}
1249 1292
1250/* this returns TRUE if the coordinates (x,y) are out of 1293/* this returns TRUE if the coordinates (x,y) are out of
1251 * map m. This function also takes into account any 1294 * map m. This function also takes into account any
1252 * tiling considerations, loading adjacant maps as needed. 1295 * tiling considerations, loading adjacant maps as needed.
1253 * This is the function should always be used when it 1296 * This is the function should always be used when it
1254 * necessary to check for valid coordinates. 1297 * necessary to check for valid coordinates.
1255 * This function will recursively call itself for the 1298 * This function will recursively call itself for the
1256 * tiled maps. 1299 * tiled maps.
1257 */ 1300 */
1258int 1301int
1259out_of_map (maptile *m, int x, int y) 1302out_of_map (maptile *m, int x, int y)
1260{ 1303{
1265 if (!m) 1308 if (!m)
1266 return 0; 1309 return 0;
1267 1310
1268 if (x < 0) 1311 if (x < 0)
1269 { 1312 {
1270 if (!m->tile_available (3)) 1313 if (!m->tile_available (TILE_WEST))
1271 return 1; 1314 return 1;
1272 1315
1273 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);
1274 } 1317 }
1275 1318
1276 if (x >= m->width) 1319 if (x >= m->width)
1277 { 1320 {
1278 if (!m->tile_available (1)) 1321 if (!m->tile_available (TILE_EAST))
1279 return 1; 1322 return 1;
1280 1323
1281 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);
1282 } 1325 }
1283 1326
1284 if (y < 0) 1327 if (y < 0)
1285 { 1328 {
1286 if (!m->tile_available (0)) 1329 if (!m->tile_available (TILE_NORTH))
1287 return 1; 1330 return 1;
1288 1331
1289 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);
1290 } 1333 }
1291 1334
1292 if (y >= m->height) 1335 if (y >= m->height)
1293 { 1336 {
1294 if (!m->tile_available (2)) 1337 if (!m->tile_available (TILE_SOUTH))
1295 return 1; 1338 return 1;
1296 1339
1297 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);
1298 } 1341 }
1299 1342
1300 /* Simple case - coordinates are within this local 1343 /* Simple case - coordinates are within this local
1301 * map. 1344 * map.
1302 */ 1345 */
1304} 1347}
1305 1348
1306/* This is basically the same as out_of_map above, but 1349/* This is basically the same as out_of_map above, but
1307 * instead we return NULL if no map is valid (coordinates 1350 * instead we return NULL if no map is valid (coordinates
1308 * out of bounds and no tiled map), otherwise it returns 1351 * out of bounds and no tiled map), otherwise it returns
1309 * the map as that the coordinates are really on, and 1352 * the map as that the coordinates are really on, and
1310 * updates x and y to be the localised coordinates. 1353 * updates x and y to be the localised coordinates.
1311 * Using this is more efficient of calling out_of_map 1354 * Using this is more efficient of calling out_of_map
1312 * and then figuring out what the real map is 1355 * and then figuring out what the real map is
1313 */ 1356 */
1314maptile * 1357maptile *
1315maptile::xy_find (sint16 &x, sint16 &y) 1358maptile::xy_find (sint16 &x, sint16 &y)
1316{ 1359{
1317 if (x < 0) 1360 if (x < 0)
1318 { 1361 {
1319 if (!tile_available (3)) 1362 if (!tile_available (TILE_WEST))
1320 return 0; 1363 return 0;
1321 1364
1322 x += tile_map[3]->width; 1365 x += tile_map [TILE_WEST]->width;
1323 return tile_map[3]->xy_find (x, y); 1366 return tile_map [TILE_WEST]->xy_find (x, y);
1324 } 1367 }
1325 1368
1326 if (x >= width) 1369 if (x >= width)
1327 { 1370 {
1328 if (!tile_available (1)) 1371 if (!tile_available (TILE_EAST))
1329 return 0; 1372 return 0;
1330 1373
1331 x -= width; 1374 x -= width;
1332 return tile_map[1]->xy_find (x, y); 1375 return tile_map [TILE_EAST]->xy_find (x, y);
1333 } 1376 }
1334 1377
1335 if (y < 0) 1378 if (y < 0)
1336 { 1379 {
1337 if (!tile_available (0)) 1380 if (!tile_available (TILE_NORTH))
1338 return 0; 1381 return 0;
1339 1382
1340 y += tile_map[0]->height; 1383 y += tile_map [TILE_NORTH]->height;
1341 return tile_map[0]->xy_find (x, y); 1384 return tile_map [TILE_NORTH]->xy_find (x, y);
1342 } 1385 }
1343 1386
1344 if (y >= height) 1387 if (y >= height)
1345 { 1388 {
1346 if (!tile_available (2)) 1389 if (!tile_available (TILE_SOUTH))
1347 return 0; 1390 return 0;
1348 1391
1349 y -= height; 1392 y -= height;
1350 return tile_map[2]->xy_find (x, y); 1393 return tile_map [TILE_SOUTH]->xy_find (x, y);
1351 } 1394 }
1352 1395
1353 /* Simple case - coordinates are within this local 1396 /* Simple case - coordinates are within this local
1354 * map. 1397 * map.
1355 */ 1398 */
1462 * 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
1463 * righte value. distance_x/y are distance away, which 1506 * righte value. distance_x/y are distance away, which
1464 * can be negative. direction is the crossfire direction scheme 1507 * can be negative. direction is the crossfire direction scheme
1465 * that the creature should head. part is the part of the 1508 * that the creature should head. part is the part of the
1466 * monster that is closest. 1509 * monster that is closest.
1467 * 1510 *
1468 * get_rangevector looks at op1 and op2, and fills in the 1511 * get_rangevector looks at op1 and op2, and fills in the
1469 * structure for op1 to get to op2. 1512 * structure for op1 to get to op2.
1470 * We already trust that the caller has verified that the 1513 * We already trust that the caller has verified that the
1471 * two objects are at least on adjacent maps. If not, 1514 * two objects are at least on adjacent maps. If not,
1472 * results are not likely to be what is desired. 1515 * results are not likely to be what is desired.
1528 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));
1529 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y); 1572 retval->direction = find_dir_2 (retval->distance_x, retval->distance_y);
1530 } 1573 }
1531} 1574}
1532 1575
1533/* 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
1534 * the first parameter being an object, it instead is the map 1577 * the first parameter being an object, it instead is the map
1535 * and x,y coordinates - this is used for path to player - 1578 * and x,y coordinates - this is used for path to player -
1536 * 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
1537 * the path, we need this. 1580 * the path, we need this.
1538 * 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
1539 * 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
1540 * 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
1686 if (x1 > m->width) 1729 if (x1 > m->width)
1687 { 1730 {
1688 if (maptile *tile = m->tile_available (TILE_EAST, 1)) 1731 if (maptile *tile = m->tile_available (TILE_EAST, 1))
1689 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);
1690 1733
1691 if (x0 > m->width) // entirely to the right 1734 if (x0 >= m->width) // entirely to the right
1692 return; 1735 return;
1693 1736
1694 x1 = m->width; 1737 x1 = m->width;
1695 } 1738 }
1696 1739
1697 // clip to map above 1740 // clip to map to the north
1698 if (y0 < 0) 1741 if (y0 < 0)
1699 { 1742 {
1700 if (maptile *tile = m->tile_available (TILE_NORTH, 1)) 1743 if (maptile *tile = m->tile_available (TILE_NORTH, 1))
1701 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);
1702 1745
1703 if (y1 < 0) // entirely above 1746 if (y1 < 0) // entirely to the north
1704 return; 1747 return;
1705 1748
1706 y0 = 0; 1749 y0 = 0;
1707 } 1750 }
1708 1751
1709 // clip to map below 1752 // clip to map to the south
1710 if (y1 > m->height) 1753 if (y1 > m->height)
1711 { 1754 {
1712 if (maptile *tile = m->tile_available (TILE_SOUTH, 1)) 1755 if (maptile *tile = m->tile_available (TILE_SOUTH, 1))
1713 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);
1714 1757
1715 if (y0 > m->height) // entirely below 1758 if (y0 >= m->height) // entirely to the south
1716 return; 1759 return;
1717 1760
1718 y1 = m->height; 1761 y1 = m->height;
1719 } 1762 }
1720 1763

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