… | |
… | |
228 | |
228 | |
229 | } |
229 | } |
230 | return 0; |
230 | return 0; |
231 | } |
231 | } |
232 | |
232 | |
233 | |
|
|
234 | /* |
233 | /* |
235 | * Returns true if the given object can't fit in the given spot. |
234 | * Returns true if the given object can't fit in the given spot. |
236 | * This is meant for multi space objects - for single space objecs, |
235 | * This is meant for multi space objects - for single space objecs, |
237 | * just calling get_map_blocked and checking that against movement type |
236 | * just calling get_map_blocked and checking that against movement type |
238 | * of object. This function goes through all the parts of the |
237 | * of object. This function goes through all the parts of the |
… | |
… | |
1111 | void |
1110 | void |
1112 | mapspace::update_ () |
1111 | mapspace::update_ () |
1113 | { |
1112 | { |
1114 | object *tmp, *last = 0; |
1113 | object *tmp, *last = 0; |
1115 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1114 | uint8 flags = P_UPTODATE, light = 0, anywhere = 0; |
1116 | New_Face *top, *floor, *middle; |
1115 | facetile *top, *floor, *middle; |
1117 | object *top_obj, *floor_obj, *middle_obj; |
1116 | object *top_obj, *floor_obj, *middle_obj; |
1118 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1117 | MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; |
1119 | |
1118 | |
1120 | middle = blank_face; |
1119 | middle = blank_face; |
1121 | top = blank_face; |
1120 | top = blank_face; |
… | |
… | |
1551 | /* From map.c |
1550 | /* From map.c |
1552 | * This is used by get_player to determine where the other |
1551 | * This is used by get_player to determine where the other |
1553 | * creature is. get_rangevector takes into account map tiling, |
1552 | * creature is. get_rangevector takes into account map tiling, |
1554 | * so you just can not look the the map coordinates and get the |
1553 | * so you just can not look the the map coordinates and get the |
1555 | * righte value. distance_x/y are distance away, which |
1554 | * righte value. distance_x/y are distance away, which |
1556 | * can be negativbe. direction is the crossfire direction scheme |
1555 | * can be negative. direction is the crossfire direction scheme |
1557 | * that the creature should head. part is the part of the |
1556 | * that the creature should head. part is the part of the |
1558 | * monster that is closest. |
1557 | * monster that is closest. |
1559 | * |
1558 | * |
1560 | * get_rangevector looks at op1 and op2, and fills in the |
1559 | * get_rangevector looks at op1 and op2, and fills in the |
1561 | * structure for op1 to get to op2. |
1560 | * structure for op1 to get to op2. |