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Comparing deliantra/server/common/map.C (file contents):
Revision 1.169 by root, Sat Nov 7 18:30:05 2009 UTC vs.
Revision 1.175 by root, Tue Nov 10 05:06:02 2009 UTC

217 } 217 }
218 218
219 return 0; 219 return 0;
220} 220}
221 221
222/* When the map is loaded, load_object does not actually insert objects
223 * into inventory, but just links them. What this does is go through
224 * and insert them properly.
225 * The object 'container' is the object that contains the inventory.
226 * This is needed so that we can update the containers weight.
227 */
228static void
229fix_container (object *container)
230{
231 object *tmp = container->inv, *next;
232
233 container->inv = 0;
234 while (tmp)
235 {
236 next = tmp->below;
237 if (tmp->inv)
238 fix_container (tmp);
239
240 insert_ob_in_ob (tmp, container);
241 tmp = next;
242 }
243
244 // go through and calculate what all the containers are carrying.
245 //TODO: remove
246 container->update_weight ();
247}
248
249//-GPL 222//-GPL
250 223
251void 224void
252maptile::set_object_flag (int flag, int value) 225maptile::set_object_flag (int flag, int value)
253{ 226{
448 * map archetype. Mimic that behaviour. 421 * map archetype. Mimic that behaviour.
449 */ 422 */
450 width = 16; 423 width = 16;
451 height = 16; 424 height = 16;
452 timeout = 300; 425 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 426 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 427 max_volume = 2000000; // 2m³
455} 428}
456 429
457maptile::maptile (int w, int h) 430maptile::maptile (int w, int h)
458{ 431{
1027 */ 1000 */
1028void 1001void
1029mapspace::update_ () 1002mapspace::update_ ()
1030{ 1003{
1031 object *last = 0; 1004 object *last = 0;
1032 uint8 flags = P_UPTODATE, anywhere = 0; 1005 uint8 flags = P_UPTODATE;
1033 sint8 light = 0; 1006 sint8 light = 0;
1034 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;
1035 1012
1036 //object *middle = 0; 1013 //object *middle = 0;
1037 //object *top = 0; 1014 //object *top = 0;
1038 //object *floor = 0; 1015 //object *floor = 0;
1039 // this seems to generate better code than using locals, above 1016 // this seems to generate better code than using locals, above
1040 object *&top = faces_obj[0] = 0; 1017 object *&top = faces_obj[0] = 0;
1041 object *&middle = faces_obj[1] = 0; 1018 object *&middle = faces_obj[1] = 0;
1042 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
1043 1022
1044 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1023 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1045 { 1024 {
1046 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1025 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1047 light += tmp->glow_radius; 1026 light += tmp->glow_radius;
1052 * 3 times each time the player moves, because many of the 1031 * 3 times each time the player moves, because many of the
1053 * functions the move_player calls eventualy call this. 1032 * functions the move_player calls eventualy call this.
1054 * 1033 *
1055 * Always put the player down for drawing. 1034 * Always put the player down for drawing.
1056 */ 1035 */
1057 if (!tmp->invisible) 1036 if (expect_true (!tmp->invisible))
1058 { 1037 {
1059 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1038 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1060 top = tmp; 1039 top = tmp;
1061 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1040 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1062 { 1041 {
1063 /* 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,
1064 * so should not be visible, so we clear them. 1043 * so should not be visible, so we clear them.
1065 */ 1044 */
1066 middle = 0; 1045 middle = 0;
1067 top = 0; 1046 top = 0;
1068 floor = tmp; 1047 floor = tmp;
1048 volume = 0;
1049 items = 0;
1069 } 1050 }
1070 /* Flag anywhere have high priority */ 1051 else
1071 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1072 { 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;
1073 middle = tmp; 1070 middle = tmp;
1074 anywhere = 1; 1071 }
1075 } 1072 }
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 } 1073 }
1090 1074
1091 move_slow |= tmp->move_slow; 1075 move_slow |= tmp->move_slow;
1092 move_block |= tmp->move_block; 1076 move_block |= tmp->move_block;
1093 move_on |= tmp->move_on; 1077 move_on |= tmp->move_on;
1094 move_off |= tmp->move_off; 1078 move_off |= tmp->move_off;
1095 move_allow |= tmp->move_allow; 1079 move_allow |= tmp->move_allow;
1096 1080
1097 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1081 allflags |= tmp->flag;
1098 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1082
1099 if (tmp->type == PLAYER) flags |= P_PLAYER; 1083 if (tmp->type == PLAYER) flags |= P_PLAYER;
1100 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1084 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 } 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;
1104 1096
1105 this->light = min (light, MAX_LIGHT_RADIUS); 1097 this->light = min (light, MAX_LIGHT_RADIUS);
1106 this->flags_ = flags; 1098 this->flags_ = flags;
1107 this->move_block = move_block & ~move_allow; 1099 this->move_block = move_block & ~move_allow;
1108 this->move_on = move_on; 1100 this->move_on = move_on;
1109 this->move_off = move_off; 1101 this->move_off = move_off;
1110 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
1111 1105
1112 /* 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),
1113 * 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
1114 * this point. 1108 * this point.
1115 * middle contains the highest visibility face. 1109 * middle contains the highest visibility face.
1181 faces_obj [1] = middle; 1175 faces_obj [1] = middle;
1182 faces_obj [2] = floor; 1176 faces_obj [2] = floor;
1183#endif 1177#endif
1184} 1178}
1185 1179
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 * 1180maptile *
1198maptile::tile_available (int dir, bool load) 1181maptile::tile_available (int dir, bool load)
1199{ 1182{
1200 if (tile_path[dir]) 1183 if (tile_path[dir])
1201 { 1184 {

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