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Comparing deliantra/server/common/map.C (file contents):
Revision 1.157 by root, Thu Jan 8 19:23:44 2009 UTC vs.
Revision 1.172 by root, Sun Nov 8 20:55:39 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 <support@deliantra.net> 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 "loader.h" 28#include "loader.h"
28#include "path.h" 29#include "path.h"
30
31//+GPL
29 32
30sint8 maptile::outdoor_darkness; 33sint8 maptile::outdoor_darkness;
31 34
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
70 * by the caller. 73 * by the caller.
71 */ 74 */
72int 75int
73blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
74{ 77{
75 object *tmp;
76 int mflags, blocked;
77
78 /* 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
79 * have already checked this. 79 * have already checked this.
80 */ 80 */
81 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
82 { 82 {
83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n"); 83 LOG (llevError, "blocked_link: Passed map, x, y coordinates outside of map\n");
84 return 1; 84 return 1;
85 } 85 }
86 86
87 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
88 * directly.
89 */
90 mflags = m->at (sx, sy).flags ();
91 88
92 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
93 91
94 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
95 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
96 * things we need to do for players. 94 * things we need to do for players.
97 */ 95 */
98 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
99 return 0; 97 return 0;
100 98
101 /* if there isn't anytyhing alive on this space, and this space isn't 99 /* if there isn't anything alive on this space, and this space isn't
102 * 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
103 * 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
104 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
105 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
106 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
113 /* 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
114 * 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
115 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
116 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
117 */ 115 */
118 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
119 { 117 {
120 118 if (OB_MOVE_BLOCK (ob, tmp))
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
123 { 119 {
124 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
126 * pass through this space. 122 return 1;
127 */ 123 else
128 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
129 { 127 {
130 if (check_inv_recursive (ob, tmp) == NULL) 128 bool have = check_inv_recursive (ob, tmp);
129
130 // last_sp set means we block if we don't have.
131 if (logical_xor (have, tmp->last_sp))
131 return 1; 132 return 1;
132 else 133 }
133 continue; 134 else if (tmp->type == T_MATCH)
135 {
136 // T_MATCH allows "entrance" iff the match is true
137 // == blocks if the match fails
138
139 // we could have used an INVOKE_OBJECT, but decided against it, as we
140 // assume that T_MATCH is relatively common.
141 if (!match (tmp->slaying, ob, tmp, ob))
142 return 1;
134 } 143 }
135 else 144 else
136 { 145 return 1; // unconditional block
137 /* In this case, the player must not have the object - 146
138 * if they do, they can't pass through.
139 */
140 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
141 return 1;
142 else
143 continue;
144 }
145 } /* if check_inv */
146 else 147 } else {
147 { 148 // space does not block the ob, directly, but
148 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
149 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
150 * movement, can't move here.
151 * second - if a monster, can't move there, unless it is a
152 * hidden dm
153 */
154 if (OB_MOVE_BLOCK (ob, tmp))
155 return 1;
156 151
157 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
158 && tmp->head_ () != ob 153 && tmp->head_ () != ob
159 && tmp != ob 154 && tmp != ob
160 && tmp->type != DOOR 155 && tmp->type != DOOR
161 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden)) 156 && !tmp->flag [FLAG_WIZPASS])
162 return 1; 157 return 1;
163 } 158 }
164
165 } 159 }
160
166 return 0; 161 return 0;
167} 162}
168 163
169/* 164/*
170 * Returns qthe blocking object if the given object can't fit in the given 165 * Returns qthe blocking object if the given object can't fit in the given
228 * into inventory, but just links them. What this does is go through 223 * into inventory, but just links them. What this does is go through
229 * and insert them properly. 224 * and insert them properly.
230 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
232 */ 227 */
233void 228static void
234fix_container (object *container) 229fix_container (object *container)
235{ 230{
236 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
237 232
238 container->inv = 0; 233 container->inv = 0;
249 // go through and calculate what all the containers are carrying. 244 // go through and calculate what all the containers are carrying.
250 //TODO: remove 245 //TODO: remove
251 container->update_weight (); 246 container->update_weight ();
252} 247}
253 248
249//-GPL
250
254void 251void
255maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
256{ 253{
257 if (!spaces) 254 if (!spaces)
258 return; 255 return;
272 269
273 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp); 272 INVOKE_OBJECT (RESET, tmp);
276} 273}
274
275//+GPL
277 276
278/* link_multipart_objects go through all the objects on the map looking 277/* link_multipart_objects go through all the objects on the map looking
279 * for objects whose arch says they are multipart yet according to the 278 * for objects whose arch says they are multipart yet according to the
280 * info we have, they only have the head (as would be expected when 279 * info we have, they only have the head (as would be expected when
281 * they are saved). 280 * they are saved).
309 op = op->above; 308 op = op->above;
310 } 309 }
311 } 310 }
312} 311}
313 312
313//-GPL
314
314/* 315/*
315 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
316 * file pointer. 317 * file pointer.
317 */ 318 */
318bool 319bool
334 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 335 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
335 { 336 {
336 // we insert manually because 337 // we insert manually because
337 // a) its way faster 338 // a) its way faster
338 // b) we remove manually, too, and there are good reasons for that 339 // b) we remove manually, too, and there are good reasons for that
339 // c) its correct 340 // c) it's correct
340 mapspace &ms = at (op->x, op->y); 341 mapspace &ms = at (op->x, op->y);
341 342
342 op->flag [FLAG_REMOVED] = false; 343 op->flag [FLAG_REMOVED] = false;
343 344
344 op->above = 0; 345 op->above = 0;
345 op->below = ms.top; 346 op->below = ms.top;
346 347
347 if (ms.top)
348 ms.top->above = op; 348 *(ms.top ? &ms.top->above : &ms.bot) = op;
349 else
350 ms.bot = op;
351 349
352 ms.top = op; 350 ms.top = op;
353 ms.flags_ = 0; 351 ms.flags_ = 0;
354 } 352 }
355 else 353 else
451 */ 449 */
452 width = 16; 450 width = 16;
453 height = 16; 451 height = 16;
454 timeout = 300; 452 timeout = 300;
455 max_nrof = 1000; // 1000 items of anything 453 max_nrof = 1000; // 1000 items of anything
454 max_items = MAX_ITEM_PER_ACTION;
456 max_volume = 2000000; // 2m³ 455 max_volume = 2000000; // 2m³
457} 456}
458 457
459maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
460{ 459{
481 if (spaces) 480 if (spaces)
482 return; 481 return;
483 482
484 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
485} 484}
485
486//+GPL
486 487
487/* 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
488 * 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
489 * at a later date. 490 * at a later date.
490 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
567 return items; 568 return items;
568} 569}
569 570
570/* 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
571 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
572static void 573static const char *
573print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
574{ 575{
575 int i; 576 static dynbuf_text buf; buf.clear ();
576 char tmp[MAX_BUF];
577 577
578 strcpy (output_string, "");
579 for (i = 0; i < m->shopitems[0].index; i++) 578 for (int i = 0; i < m->shopitems[0].index; i++)
580 { 579 {
581 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
582 { 581 {
583 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
584 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
585 else 584 else
586 sprintf (tmp, "%s;", m->shopitems[i].name); 585 buf.printf ("%s;", m->shopitems[i].name);
587 } 586 }
588 else 587 else
589 { 588 {
590 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
591 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 buf.printf ("*:%d;", m->shopitems[i].strength);
592 else 591 else
593 sprintf (tmp, "*"); 592 buf.printf ("*");
594 } 593 }
595
596 strcat (output_string, tmp);
597 } 594 }
595
596 return buf;
598} 597}
598
599//-GPL
599 600
600/* This loads the header information of the map. The header 601/* This loads the header information of the map. The header
601 * contains things like difficulty, size, timeout, etc. 602 * contains things like difficulty, size, timeout, etc.
602 * this used to be stored in the map object, but with the 603 * this used to be stored in the map object, but with the
603 * addition of tiling, fields beyond that easily named in an 604 * addition of tiling, fields beyond that easily named in an
695 } 696 }
696 697
697 abort (); 698 abort ();
698} 699}
699 700
701//+GPL
702
700/****************************************************************************** 703/******************************************************************************
701 * This is the start of unique map handling code 704 * This is the start of unique map handling code
702 *****************************************************************************/ 705 *****************************************************************************/
703 706
704/* This goes through the maptile and removed any unique items on the map. */ 707/* This goes through the maptile and removed any unique items on the map. */
720 723
721 op = above; 724 op = above;
722 } 725 }
723 } 726 }
724} 727}
728
729//-GPL
725 730
726bool 731bool
727maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
728{ 733{
729#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW_ ## k, k)
737 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
738 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
739 MAP_OUT (no_reset); 744 MAP_OUT (no_reset);
740 MAP_OUT (no_drop); 745 MAP_OUT (no_drop);
741 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
742
743 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
744 748
745 if (shopitems) 749 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
746 {
747 char shop[MAX_BUF];
748 print_shop_string (this, shop);
749 MAP_OUT2 (shopitems, shop);
750 }
751
752 MAP_OUT (shopgreed); 750 MAP_OUT (shopgreed);
753 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
754 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
755 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
754
756 MAP_OUT (darkness); 755 MAP_OUT (darkness);
757 MAP_OUT (width); 756 MAP_OUT (width);
758 MAP_OUT (height); 757 MAP_OUT (height);
759 MAP_OUT (enter_x); 758 MAP_OUT (enter_x);
760 MAP_OUT (enter_y); 759 MAP_OUT (enter_y);
792 if (!_save_header (freezer)) 791 if (!_save_header (freezer))
793 return false; 792 return false;
794 793
795 return freezer.save (path); 794 return freezer.save (path);
796} 795}
796
797//+GPL
797 798
798/* 799/*
799 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
800 */ 801 */
801void 802void
1027 */ 1028 */
1028void 1029void
1029mapspace::update_ () 1030mapspace::update_ ()
1030{ 1031{
1031 object *last = 0; 1032 object *last = 0;
1032 uint8 flags = P_UPTODATE, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1033 sint8 light = 0; 1034 sint8 light = 0;
1034 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0;
1037 uint32_t items = 0;
1038 object *anywhere = 0;
1035 1039
1036 //object *middle = 0; 1040 //object *middle = 0;
1037 //object *top = 0; 1041 //object *top = 0;
1038 //object *floor = 0; 1042 //object *floor = 0;
1039 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1042 object *&floor = faces_obj[2] = 0; 1046 object *&floor = faces_obj[2] = 0;
1047
1048 object::flags_t allflags; // all flags of all objects or'ed together
1043 1049
1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1045 { 1051 {
1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1047 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
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 (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1060 top = tmp; 1066 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else
1062 { 1068 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1070 {
1063 /* If we got a floor, that means middle and top were below it, 1071 /* If we got a floor, that means middle and top were below it,
1064 * so should not be visible, so we clear them. 1072 * so should not be visible, so we clear them.
1065 */ 1073 */
1066 middle = 0; 1074 middle = 0;
1067 top = 0; 1075 top = 0;
1068 floor = tmp; 1076 floor = tmp;
1077 volume = 0;
1078 items = 0;
1079 }
1080 else
1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1083 {
1084 ++items;
1085 volume += tmp->volume ();
1086 }
1087
1088 /* Flag anywhere have high priority */
1089 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1090 anywhere = tmp;
1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the
1093 * top
1094 */
1095 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility))
1096 middle = tmp;
1097 }
1069 } 1098 }
1070 /* Flag anywhere have high priority */
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 {
1073 middle = tmp;
1074 anywhere = 1;
1075 }
1076
1077 /* Find the highest visible face around. If equal
1078 * visibilities, we still want the one nearer to the
1079 * top
1080 */
1081 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1082 middle = tmp;
1083 }
1084
1085 if (tmp == tmp->above)
1086 {
1087 LOG (llevError, "Error in structure of map\n");
1088 exit (-1);
1089 } 1099 }
1090 1100
1091 move_slow |= tmp->move_slow; 1101 move_slow |= tmp->move_slow;
1092 move_block |= tmp->move_block; 1102 move_block |= tmp->move_block;
1093 move_on |= tmp->move_on; 1103 move_on |= tmp->move_on;
1094 move_off |= tmp->move_off; 1104 move_off |= tmp->move_off;
1095 move_allow |= tmp->move_allow; 1105 move_allow |= tmp->move_allow;
1096 1106
1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1107 allflags |= tmp->flag;
1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1108
1099 if (tmp->type == PLAYER) flags |= P_PLAYER; 1109 if (tmp->type == PLAYER) flags |= P_PLAYER;
1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1110 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1101 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1102 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1103 } 1111 }
1112
1113 // FLAG_SEE_ANYWHERE takes precedence
1114 if (anywhere)
1115 middle = anywhere;
1116
1117 // ORing all flags together and checking them here is much faster
1118 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1119 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1120 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1121 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1104 1122
1105 this->light = min (light, MAX_LIGHT_RADIUS); 1123 this->light = min (light, MAX_LIGHT_RADIUS);
1106 this->flags_ = flags; 1124 this->flags_ = flags;
1107 this->move_block = move_block & ~move_allow; 1125 this->move_block = move_block & ~move_allow;
1108 this->move_on = move_on; 1126 this->move_on = move_on;
1109 this->move_off = move_off; 1127 this->move_off = move_off;
1110 this->move_slow = move_slow; 1128 this->move_slow = move_slow;
1129 this->volume_ = (volume + 1023) / 1024;
1130 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1111 1131
1112 /* At this point, we have a floor face (if there is a floor), 1132 /* At this point, we have a floor face (if there is a floor),
1113 * and the floor is set - we are not going to touch it at 1133 * and the floor is set - we are not going to touch it at
1114 * this point. 1134 * this point.
1115 * middle contains the highest visibility face. 1135 * middle contains the highest visibility face.
1181 faces_obj [1] = middle; 1201 faces_obj [1] = middle;
1182 faces_obj [2] = floor; 1202 faces_obj [2] = floor;
1183#endif 1203#endif
1184} 1204}
1185 1205
1186uint64
1187mapspace::volume () const
1188{
1189 uint64 vol = 0;
1190
1191 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1192 vol += op->volume ();
1193
1194 return vol;
1195}
1196
1197maptile * 1206maptile *
1198maptile::tile_available (int dir, bool load) 1207maptile::tile_available (int dir, bool load)
1199{ 1208{
1200 if (tile_path[dir]) 1209 if (tile_path[dir])
1201 { 1210 {
1518 else 1527 else
1519 { 1528 {
1520 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1521 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1522 1531
1523 retval->part = NULL; 1532 retval->part = 0;
1524 retval->distance = idistance (retval->distance_x, retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1525 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1526 } 1535 }
1527} 1536}
1528 1537
1529/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
1540 int dx, dy; 1549 int dx, dy;
1541 1550
1542 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1543} 1552}
1544 1553
1554//-GPL
1555
1545object * 1556object *
1546maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1547{ 1558{
1548 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1549} 1560}
1560 if (default_region) 1571 if (default_region)
1561 return default_region; 1572 return default_region;
1562 1573
1563 return ::region::default_region (); 1574 return ::region::default_region ();
1564} 1575}
1576
1577//+GPL
1565 1578
1566/* picks a random object from a style map. 1579/* picks a random object from a style map.
1567 */ 1580 */
1568object * 1581object *
1569maptile::pick_random_object (rand_gen &gen) const 1582maptile::pick_random_object (rand_gen &gen) const
1582 if (pick && pick->is_head ()) 1595 if (pick && pick->is_head ())
1583 return pick->head_ (); 1596 return pick->head_ ();
1584 } 1597 }
1585 1598
1586 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1587 return archetype::find ("bug"); 1600 return archetype::find (shstr_bug);
1588} 1601}
1602
1603//-GPL
1589 1604
1590void 1605void
1591maptile::play_sound (faceidx sound, int x, int y) const 1606maptile::play_sound (faceidx sound, int x, int y) const
1592{ 1607{
1593 if (!sound) 1608 if (!sound)

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