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Comparing deliantra/server/common/map.C (file contents):
Revision 1.159 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.175 by root, Tue Nov 10 05:06:02 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
222 } 217 }
223 218
224 return 0; 219 return 0;
225} 220}
226 221
227/* When the map is loaded, load_object does not actually insert objects 222//-GPL
228 * into inventory, but just links them. What this does is go through
229 * and insert them properly.
230 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight.
232 */
233void
234fix_container (object *container)
235{
236 object *tmp = container->inv, *next;
237
238 container->inv = 0;
239 while (tmp)
240 {
241 next = tmp->below;
242 if (tmp->inv)
243 fix_container (tmp);
244
245 insert_ob_in_ob (tmp, container);
246 tmp = next;
247 }
248
249 // go through and calculate what all the containers are carrying.
250 //TODO: remove
251 container->update_weight ();
252}
253 223
254void 224void
255maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
256{ 226{
257 if (!spaces) 227 if (!spaces)
272 242
273 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp); 245 INVOKE_OBJECT (RESET, tmp);
276} 246}
247
248//+GPL
277 249
278/* link_multipart_objects go through all the objects on the map looking 250/* 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 251 * 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 252 * info we have, they only have the head (as would be expected when
281 * they are saved). 253 * they are saved).
308 else 280 else
309 op = op->above; 281 op = op->above;
310 } 282 }
311 } 283 }
312} 284}
285
286//-GPL
313 287
314/* 288/*
315 * Loads (ands parses) the objects into a given map from the specified 289 * Loads (ands parses) the objects into a given map from the specified
316 * file pointer. 290 * file pointer.
317 */ 291 */
447 * map archetype. Mimic that behaviour. 421 * map archetype. Mimic that behaviour.
448 */ 422 */
449 width = 16; 423 width = 16;
450 height = 16; 424 height = 16;
451 timeout = 300; 425 timeout = 300;
452 max_nrof = 1000; // 1000 items of anything 426 max_items = MAX_ITEM_PER_ACTION;
453 max_volume = 2000000; // 2m³ 427 max_volume = 2000000; // 2m³
454} 428}
455 429
456maptile::maptile (int w, int h) 430maptile::maptile (int w, int h)
457{ 431{
478 if (spaces) 452 if (spaces)
479 return; 453 return;
480 454
481 spaces = salloc0<mapspace> (size ()); 455 spaces = salloc0<mapspace> (size ());
482} 456}
457
458//+GPL
483 459
484/* Takes a string from a map definition and outputs a pointer to the array of shopitems 460/* Takes a string from a map definition and outputs a pointer to the array of shopitems
485 * corresponding to that string. Memory is allocated for this, it must be freed 461 * corresponding to that string. Memory is allocated for this, it must be freed
486 * at a later date. 462 * at a later date.
487 * Called by parse_map_headers below. 463 * Called by parse_map_headers below.
564 return items; 540 return items;
565} 541}
566 542
567/* opposite of parse string, this puts the string that was originally fed in to 543/* opposite of parse string, this puts the string that was originally fed in to
568 * the map (or something equivilent) into output_string. */ 544 * the map (or something equivilent) into output_string. */
569static void 545static const char *
570print_shop_string (maptile *m, char *output_string) 546print_shop_string (maptile *m)
571{ 547{
572 int i; 548 static dynbuf_text buf; buf.clear ();
573 char tmp[MAX_BUF];
574 549
575 strcpy (output_string, "");
576 for (i = 0; i < m->shopitems[0].index; i++) 550 for (int i = 0; i < m->shopitems[0].index; i++)
577 { 551 {
578 if (m->shopitems[i].typenum) 552 if (m->shopitems[i].typenum)
579 { 553 {
580 if (m->shopitems[i].strength) 554 if (m->shopitems[i].strength)
581 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 555 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
582 else 556 else
583 sprintf (tmp, "%s;", m->shopitems[i].name); 557 buf.printf ("%s;", m->shopitems[i].name);
584 } 558 }
585 else 559 else
586 { 560 {
587 if (m->shopitems[i].strength) 561 if (m->shopitems[i].strength)
588 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 562 buf.printf ("*:%d;", m->shopitems[i].strength);
589 else 563 else
590 sprintf (tmp, "*"); 564 buf.printf ("*");
591 } 565 }
592
593 strcat (output_string, tmp);
594 } 566 }
567
568 return buf;
595} 569}
570
571//-GPL
596 572
597/* This loads the header information of the map. The header 573/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 574 * contains things like difficulty, size, timeout, etc.
599 * this used to be stored in the map object, but with the 575 * this used to be stored in the map object, but with the
600 * addition of tiling, fields beyond that easily named in an 576 * addition of tiling, fields beyond that easily named in an
692 } 668 }
693 669
694 abort (); 670 abort ();
695} 671}
696 672
673//+GPL
674
697/****************************************************************************** 675/******************************************************************************
698 * This is the start of unique map handling code 676 * This is the start of unique map handling code
699 *****************************************************************************/ 677 *****************************************************************************/
700 678
701/* This goes through the maptile and removed any unique items on the map. */ 679/* This goes through the maptile and removed any unique items on the map. */
717 695
718 op = above; 696 op = above;
719 } 697 }
720 } 698 }
721} 699}
700
701//-GPL
722 702
723bool 703bool
724maptile::_save_header (object_freezer &freezer) 704maptile::_save_header (object_freezer &freezer)
725{ 705{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 706#define MAP_OUT(k) freezer.put (KW_ ## k, k)
734 MAP_OUT (reset_timeout); 714 MAP_OUT (reset_timeout);
735 MAP_OUT (fixed_resettime); 715 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset); 716 MAP_OUT (no_reset);
737 MAP_OUT (no_drop); 717 MAP_OUT (no_drop);
738 MAP_OUT (difficulty); 718 MAP_OUT (difficulty);
739
740 if (default_region) MAP_OUT2 (region, default_region->name); 719 if (default_region) MAP_OUT2 (region, default_region->name);
741 720
742 if (shopitems) 721 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
743 {
744 char shop[MAX_BUF];
745 print_shop_string (this, shop);
746 MAP_OUT2 (shopitems, shop);
747 }
748
749 MAP_OUT (shopgreed); 722 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 723 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 724 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 725 if (shoprace) MAP_OUT (shoprace);
726
753 MAP_OUT (darkness); 727 MAP_OUT (darkness);
754 MAP_OUT (width); 728 MAP_OUT (width);
755 MAP_OUT (height); 729 MAP_OUT (height);
756 MAP_OUT (enter_x); 730 MAP_OUT (enter_x);
757 MAP_OUT (enter_y); 731 MAP_OUT (enter_y);
789 if (!_save_header (freezer)) 763 if (!_save_header (freezer))
790 return false; 764 return false;
791 765
792 return freezer.save (path); 766 return freezer.save (path);
793} 767}
768
769//+GPL
794 770
795/* 771/*
796 * Remove and free all objects in the given map. 772 * Remove and free all objects in the given map.
797 */ 773 */
798void 774void
1024 */ 1000 */
1025void 1001void
1026mapspace::update_ () 1002mapspace::update_ ()
1027{ 1003{
1028 object *last = 0; 1004 object *last = 0;
1029 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1030 sint8 light = 0; 1006 sint8 light = 0;
1031 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1007 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1008 uint64_t volume = 0;
1009 uint32_t items = 0;
1010 object *anywhere = 0;
1011 uint8_t middle_visibility = 0;
1032 1012
1033 //object *middle = 0; 1013 //object *middle = 0;
1034 //object *top = 0; 1014 //object *top = 0;
1035 //object *floor = 0; 1015 //object *floor = 0;
1036 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1039 object *&floor = faces_obj[2] = 0; 1019 object *&floor = faces_obj[2] = 0;
1020
1021 object::flags_t allflags; // all flags of all objects or'ed together
1040 1022
1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1042 { 1024 {
1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1044 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1049 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1050 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1051 * 1033 *
1052 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1053 */ 1035 */
1054 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1055 { 1037 {
1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1057 top = tmp; 1039 top = tmp;
1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1059 { 1041 {
1060 /* If we got a floor, that means middle and top were below it, 1042 /* If we got a floor, that means middle and top were below it,
1061 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1062 */ 1044 */
1063 middle = 0; 1045 middle = 0;
1064 top = 0; 1046 top = 0;
1065 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1066 } 1050 }
1067 /* Flag anywhere have high priority */ 1051 else
1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1069 { 1052 {
1053 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1054 {
1055 ++items;
1056 volume += tmp->volume ();
1057 }
1058
1059 /* Flag anywhere have high priority */
1060 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1061 anywhere = tmp;
1062
1063 /* Find the highest visible face around. If equal
1064 * visibilities, we still want the one nearer to the
1065 * top
1066 */
1067 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1068 {
1069 middle_visibility = ::faces [tmp->face].visibility;
1070 middle = tmp; 1070 middle = tmp;
1071 anywhere = 1; 1071 }
1072 } 1072 }
1073
1074 /* Find the highest visible face around. If equal
1075 * visibilities, we still want the one nearer to the
1076 * top
1077 */
1078 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1079 middle = tmp;
1080 }
1081
1082 if (tmp == tmp->above)
1083 {
1084 LOG (llevError, "Error in structure of map\n");
1085 exit (-1);
1086 } 1073 }
1087 1074
1088 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1093 1080
1094 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1095 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1096 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1098 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1099 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1100 } 1085 }
1086
1087 // FLAG_SEE_ANYWHERE takes precedence
1088 if (anywhere)
1089 middle = anywhere;
1090
1091 // ORing all flags together and checking them here is much faster
1092 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1093 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1094 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1095 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1101 1096
1102 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1103 this->flags_ = flags; 1098 this->flags_ = flags;
1104 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1105 this->move_on = move_on; 1100 this->move_on = move_on;
1106 this->move_off = move_off; 1101 this->move_off = move_off;
1107 this->move_slow = move_slow; 1102 this->move_slow = move_slow;
1103 this->volume_ = (volume + 1023) / 1024;
1104 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1108 1105
1109 /* At this point, we have a floor face (if there is a floor), 1106 /* At this point, we have a floor face (if there is a floor),
1110 * and the floor is set - we are not going to touch it at 1107 * and the floor is set - we are not going to touch it at
1111 * this point. 1108 * this point.
1112 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1178 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1179 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1180#endif 1177#endif
1181} 1178}
1182 1179
1183uint64
1184mapspace::volume () const
1185{
1186 uint64 vol = 0;
1187
1188 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1189 vol += op->volume ();
1190
1191 return vol;
1192}
1193
1194maptile * 1180maptile *
1195maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1196{ 1182{
1197 if (tile_path[dir]) 1183 if (tile_path[dir])
1198 { 1184 {
1537 int dx, dy; 1523 int dx, dy;
1538 1524
1539 return adjacent_map (op1->map, op2->map, &dx, &dy); 1525 return adjacent_map (op1->map, op2->map, &dx, &dy);
1540} 1526}
1541 1527
1528//-GPL
1529
1542object * 1530object *
1543maptile::insert (object *op, int x, int y, object *originator, int flags) 1531maptile::insert (object *op, int x, int y, object *originator, int flags)
1544{ 1532{
1545 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1533 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546} 1534}
1557 if (default_region) 1545 if (default_region)
1558 return default_region; 1546 return default_region;
1559 1547
1560 return ::region::default_region (); 1548 return ::region::default_region ();
1561} 1549}
1550
1551//+GPL
1562 1552
1563/* picks a random object from a style map. 1553/* picks a random object from a style map.
1564 */ 1554 */
1565object * 1555object *
1566maptile::pick_random_object (rand_gen &gen) const 1556maptile::pick_random_object (rand_gen &gen) const
1579 if (pick && pick->is_head ()) 1569 if (pick && pick->is_head ())
1580 return pick->head_ (); 1570 return pick->head_ ();
1581 } 1571 }
1582 1572
1583 // instead of crashing in the unlikely(?) case, try to return *something* 1573 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug"); 1574 return archetype::find (shstr_bug);
1585} 1575}
1576
1577//-GPL
1586 1578
1587void 1579void
1588maptile::play_sound (faceidx sound, int x, int y) const 1580maptile::play_sound (faceidx sound, int x, int y) const
1589{ 1581{
1590 if (!sound) 1582 if (!sound)

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