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Comparing deliantra/server/common/map.C (file contents):
Revision 1.160 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.180 by root, Thu Jan 14 23:46:14 2010 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 it under 8 * 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 9 * the terms of the Affero GNU General Public License as published by the
26 26
27#include "global.h" 27#include "global.h"
28#include "loader.h" 28#include "loader.h"
29#include "path.h" 29#include "path.h"
30 30
31//+GPL
32
31sint8 maptile::outdoor_darkness; 33sint8 maptile::outdoor_darkness;
32 34
33/* This rolls up wall, blocks_magic, blocks_view, etc, all into 35/* This rolls up wall, blocks_magic, blocks_view, etc, all into
34 * one function that just returns a P_.. value (see map.h) 36 * one function that just returns a P_.. value (see map.h)
35 * it will also do map translation for tiled maps, returning 37 * it will also do map translation for tiled maps, returning
71 * by the caller. 73 * by the caller.
72 */ 74 */
73int 75int
74blocked_link (object *ob, maptile *m, int sx, int sy) 76blocked_link (object *ob, maptile *m, int sx, int sy)
75{ 77{
76 object *tmp;
77 int mflags, blocked;
78
79 /* 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
80 * have already checked this. 79 * have already checked this.
81 */ 80 */
82 if (OUT_OF_REAL_MAP (m, sx, sy)) 81 if (OUT_OF_REAL_MAP (m, sx, sy))
83 { 82 {
84 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");
85 return 1; 84 return 1;
86 } 85 }
87 86
88 /* Save some cycles - instead of calling get_map_flags(), just get the value 87 mapspace &ms = m->at (sx, sy);
89 * directly.
90 */
91 mflags = m->at (sx, sy).flags ();
92 88
93 blocked = GET_MAP_MOVE_BLOCK (m, sx, sy); 89 int mflags = ms.flags ();
90 int blocked = ms.move_block;
94 91
95 /* If space is currently not blocked by anything, no need to 92 /* If space is currently not blocked by anything, no need to
96 * go further. Not true for players - all sorts of special 93 * go further. Not true for players - all sorts of special
97 * things we need to do for players. 94 * things we need to do for players.
98 */ 95 */
99 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0)) 96 if (ob->type != PLAYER && !(mflags & P_IS_ALIVE) && (blocked == 0))
100 return 0; 97 return 0;
101 98
102 /* 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
103 * 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
104 * 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
105 * or another. Likewise, only if something is blocking us do we 102 * or another. Likewise, only if something is blocking us do we
106 * need to investigate if there is a special circumstance that would 103 * need to investigate if there is a special circumstance that would
107 * let the player through (inventory checkers for example) 104 * let the player through (inventory checkers for example)
114 /* 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
115 * 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
116 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
117 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
118 */ 115 */
119 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
120 { 117 {
121 118 if (OB_MOVE_BLOCK (ob, tmp))
122 /* This must be before the checks below. Code for inventory checkers. */
123 if (tmp->type == CHECK_INV && OB_MOVE_BLOCK (ob, tmp))
124 { 119 {
125 /* If last_sp is set, the player/monster needs an object, 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
126 * so we check for it. If they don't have it, they can't 121 if (RESULT_INT (0))
127 * pass through this space. 122 return 1;
128 */ 123 else
129 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
130 { 127 {
131 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))
132 return 1; 132 return 1;
133 else 133 }
134 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;
135 } 143 }
136 else 144 else
137 { 145 return 1; // unconditional block
138 /* In this case, the player must not have the object - 146
139 * if they do, they can't pass through.
140 */
141 if (check_inv_recursive (ob, tmp) != NULL) /* player has object */
142 return 1;
143 else
144 continue;
145 }
146 } /* if check_inv */
147 else 147 } else {
148 { 148 // space does not block the ob, directly, but
149 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
150 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
151 * movement, can't move here.
152 * second - if a monster, can't move there, unless it is a
153 * hidden dm
154 */
155 if (OB_MOVE_BLOCK (ob, tmp))
156 return 1;
157 151
158 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
159 && tmp->head_ () != ob 153 && tmp->head_ () != ob
160 && tmp != ob 154 && tmp != ob
161 && tmp->type != DOOR 155 && tmp->type != DOOR)
162 && !(tmp->flag [FLAG_WIZ] && tmp->contr->hidden))
163 return 1; 156 return 1;
164 } 157 }
165
166 } 158 }
159
167 return 0; 160 return 0;
168} 161}
169 162
170/* 163/*
171 * Returns qthe blocking object if the given object can't fit in the given 164 * Returns qthe blocking object if the given object can't fit in the given
223 } 216 }
224 217
225 return 0; 218 return 0;
226} 219}
227 220
228/* When the map is loaded, load_object does not actually insert objects 221//-GPL
229 * into inventory, but just links them. What this does is go through
230 * and insert them properly.
231 * The object 'container' is the object that contains the inventory.
232 * This is needed so that we can update the containers weight.
233 */
234void
235fix_container (object *container)
236{
237 object *tmp = container->inv, *next;
238
239 container->inv = 0;
240 while (tmp)
241 {
242 next = tmp->below;
243 if (tmp->inv)
244 fix_container (tmp);
245
246 insert_ob_in_ob (tmp, container);
247 tmp = next;
248 }
249
250 // go through and calculate what all the containers are carrying.
251 //TODO: remove
252 container->update_weight ();
253}
254 222
255void 223void
256maptile::set_object_flag (int flag, int value) 224maptile::set_object_flag (int flag, int value)
257{ 225{
258 if (!spaces) 226 if (!spaces)
273 241
274 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
275 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
276 INVOKE_OBJECT (RESET, tmp); 244 INVOKE_OBJECT (RESET, tmp);
277} 245}
246
247void
248maptile::post_load ()
249{
250#if 0
251 if (!spaces)
252 return;
253
254 for (mapspace *ms = spaces + size (); ms-- > spaces; )
255 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
256 ; // nop
257#endif
258}
259
260//+GPL
278 261
279/* link_multipart_objects go through all the objects on the map looking 262/* link_multipart_objects go through all the objects on the map looking
280 * for objects whose arch says they are multipart yet according to the 263 * for objects whose arch says they are multipart yet according to the
281 * info we have, they only have the head (as would be expected when 264 * info we have, they only have the head (as would be expected when
282 * they are saved). 265 * they are saved).
309 else 292 else
310 op = op->above; 293 op = op->above;
311 } 294 }
312 } 295 }
313} 296}
297
298//-GPL
314 299
315/* 300/*
316 * Loads (ands parses) the objects into a given map from the specified 301 * Loads (ands parses) the objects into a given map from the specified
317 * file pointer. 302 * file pointer.
318 */ 303 */
448 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
449 */ 434 */
450 width = 16; 435 width = 16;
451 height = 16; 436 height = 16;
452 timeout = 300; 437 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
454 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
455} 440}
456 441
457maptile::maptile (int w, int h) 442maptile::maptile (int w, int h)
458{ 443{
479 if (spaces) 464 if (spaces)
480 return; 465 return;
481 466
482 spaces = salloc0<mapspace> (size ()); 467 spaces = salloc0<mapspace> (size ());
483} 468}
469
470//+GPL
484 471
485/* Takes a string from a map definition and outputs a pointer to the array of shopitems 472/* Takes a string from a map definition and outputs a pointer to the array of shopitems
486 * corresponding to that string. Memory is allocated for this, it must be freed 473 * corresponding to that string. Memory is allocated for this, it must be freed
487 * at a later date. 474 * at a later date.
488 * Called by parse_map_headers below. 475 * Called by parse_map_headers below.
565 return items; 552 return items;
566} 553}
567 554
568/* opposite of parse string, this puts the string that was originally fed in to 555/* opposite of parse string, this puts the string that was originally fed in to
569 * the map (or something equivilent) into output_string. */ 556 * the map (or something equivilent) into output_string. */
570static void 557static const char *
571print_shop_string (maptile *m, char *output_string) 558print_shop_string (maptile *m)
572{ 559{
573 int i; 560 static dynbuf_text buf; buf.clear ();
574 char tmp[MAX_BUF];
575 561
576 strcpy (output_string, "");
577 for (i = 0; i < m->shopitems[0].index; i++) 562 for (int i = 0; i < m->shopitems[0].index; i++)
578 { 563 {
579 if (m->shopitems[i].typenum) 564 if (m->shopitems[i].typenum)
580 { 565 {
581 if (m->shopitems[i].strength) 566 if (m->shopitems[i].strength)
582 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 567 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
583 else 568 else
584 sprintf (tmp, "%s;", m->shopitems[i].name); 569 buf.printf ("%s;", m->shopitems[i].name);
585 } 570 }
586 else 571 else
587 { 572 {
588 if (m->shopitems[i].strength) 573 if (m->shopitems[i].strength)
589 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 574 buf.printf ("*:%d;", m->shopitems[i].strength);
590 else 575 else
591 sprintf (tmp, "*"); 576 buf.printf ("*");
592 } 577 }
593
594 strcat (output_string, tmp);
595 } 578 }
579
580 return buf;
596} 581}
582
583//-GPL
597 584
598/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
599 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
600 * this used to be stored in the map object, but with the 587 * this used to be stored in the map object, but with the
601 * addition of tiling, fields beyond that easily named in an 588 * addition of tiling, fields beyond that easily named in an
642 case KW_shopgreed: thawer.get (shopgreed); break; 629 case KW_shopgreed: thawer.get (shopgreed); break;
643 case KW_shopmin: thawer.get (shopmin); break; 630 case KW_shopmin: thawer.get (shopmin); break;
644 case KW_shopmax: thawer.get (shopmax); break; 631 case KW_shopmax: thawer.get (shopmax); break;
645 case KW_shoprace: thawer.get (shoprace); break; 632 case KW_shoprace: thawer.get (shoprace); break;
646 case KW_outdoor: thawer.get (outdoor); break; 633 case KW_outdoor: thawer.get (outdoor); break;
647 case KW_temp: thawer.get (temp); break;
648 case KW_pressure: thawer.get (pressure); break;
649 case KW_humid: thawer.get (humid); break;
650 case KW_windspeed: thawer.get (windspeed); break;
651 case KW_winddir: thawer.get (winddir); break;
652 case KW_sky: thawer.get (sky); break;
653 634
654 case KW_per_player: thawer.get (per_player); break; 635 case KW_per_player: thawer.get (per_player); break;
655 case KW_per_party: thawer.get (per_party); break; 636 case KW_per_party: thawer.get (per_party); break;
656 case KW_no_reset: thawer.get (no_reset); break; 637 case KW_no_reset: thawer.get (no_reset); break;
657 case KW_no_drop: thawer.get (no_drop); break; 638 case KW_no_drop: thawer.get (no_drop); break;
693 } 674 }
694 675
695 abort (); 676 abort ();
696} 677}
697 678
679//+GPL
680
698/****************************************************************************** 681/******************************************************************************
699 * This is the start of unique map handling code 682 * This is the start of unique map handling code
700 *****************************************************************************/ 683 *****************************************************************************/
701 684
702/* This goes through the maptile and removed any unique items on the map. */ 685/* This goes through the maptile and removed any unique items on the map. */
719 op = above; 702 op = above;
720 } 703 }
721 } 704 }
722} 705}
723 706
707//-GPL
708
724bool 709bool
725maptile::_save_header (object_freezer &freezer) 710maptile::_save_header (object_freezer &freezer)
726{ 711{
727#define MAP_OUT(k) freezer.put (KW_ ## k, k) 712#define MAP_OUT(k) freezer.put (KW(k), k)
728#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 713#define MAP_OUT2(k,v) freezer.put (KW(k), v)
729 714
730 MAP_OUT2 (arch, "map"); 715 MAP_OUT2 (arch, CS(map));
731 716
732 if (name) MAP_OUT (name); 717 if (name) MAP_OUT (name);
733 MAP_OUT (swap_time); 718 MAP_OUT (swap_time);
734 MAP_OUT (reset_time); 719 MAP_OUT (reset_time);
735 MAP_OUT (reset_timeout); 720 MAP_OUT (reset_timeout);
736 MAP_OUT (fixed_resettime); 721 MAP_OUT (fixed_resettime);
737 MAP_OUT (no_reset); 722 MAP_OUT (no_reset);
738 MAP_OUT (no_drop); 723 MAP_OUT (no_drop);
739 MAP_OUT (difficulty); 724 MAP_OUT (difficulty);
740
741 if (default_region) MAP_OUT2 (region, default_region->name); 725 if (default_region) MAP_OUT2 (region, default_region->name);
742 726
743 if (shopitems) 727 if (shopitems) MAP_OUT2 (shopitems, print_shop_string (this));
744 {
745 char shop[MAX_BUF];
746 print_shop_string (this, shop);
747 MAP_OUT2 (shopitems, shop);
748 }
749
750 MAP_OUT (shopgreed); 728 MAP_OUT (shopgreed);
751 MAP_OUT (shopmin); 729 MAP_OUT (shopmin);
752 MAP_OUT (shopmax); 730 MAP_OUT (shopmax);
753 if (shoprace) MAP_OUT (shoprace); 731 if (shoprace) MAP_OUT (shoprace);
754 MAP_OUT (darkness); 732
755 MAP_OUT (width); 733 MAP_OUT (width);
756 MAP_OUT (height); 734 MAP_OUT (height);
757 MAP_OUT (enter_x); 735 MAP_OUT (enter_x);
758 MAP_OUT (enter_y); 736 MAP_OUT (enter_y);
759 737 MAP_OUT (darkness);
760 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
761 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
762
763 MAP_OUT (outdoor); 738 MAP_OUT (outdoor);
764 MAP_OUT (temp); 739
765 MAP_OUT (pressure); 740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
766 MAP_OUT (humid); 741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
767 MAP_OUT (windspeed);
768 MAP_OUT (winddir);
769 MAP_OUT (sky);
770 742
771 MAP_OUT (per_player); 743 MAP_OUT (per_player);
772 MAP_OUT (per_party); 744 MAP_OUT (per_party);
773 745
774 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]); 746 if (tile_path [0]) MAP_OUT2 (tile_path_1, tile_path [0]);
775 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]); 747 if (tile_path [1]) MAP_OUT2 (tile_path_2, tile_path [1]);
776 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]); 748 if (tile_path [2]) MAP_OUT2 (tile_path_3, tile_path [2]);
777 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]); 749 if (tile_path [3]) MAP_OUT2 (tile_path_4, tile_path [3]);
778 750
779 freezer.put (this); 751 freezer.put (this);
780 freezer.put (KW_end); 752 freezer.put (KW(end));
781 753
782 return true; 754 return true;
783} 755}
784 756
785bool 757bool
790 if (!_save_header (freezer)) 762 if (!_save_header (freezer))
791 return false; 763 return false;
792 764
793 return freezer.save (path); 765 return freezer.save (path);
794} 766}
767
768//+GPL
795 769
796/* 770/*
797 * Remove and free all objects in the given map. 771 * Remove and free all objects in the given map.
798 */ 772 */
799void 773void
868 842
869 clear (); 843 clear ();
870} 844}
871 845
872/* decay and destroy perishable items in a map */ 846/* decay and destroy perishable items in a map */
847// TODO: should be done regularly, not on map load?
873void 848void
874maptile::do_decay_objects () 849maptile::do_decay_objects ()
875{ 850{
876 if (!spaces) 851 if (!spaces)
877 return; 852 return;
879 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
880 for (object *above, *op = ms->bot; op; op = above) 855 for (object *above, *op = ms->bot; op; op = above)
881 { 856 {
882 above = op->above; 857 above = op->above;
883 858
884 bool destroy = 0;
885
886 // do not decay anything above unique floor tiles (yet :) 859 // do not decay anything above unique floor tiles (yet :)
887 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 860 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
888 break; 861 break;
862
863 bool destroy = 0;
889 864
890 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
891 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
892 || QUERY_FLAG (op, FLAG_UNIQUE) 867 || QUERY_FLAG (op, FLAG_UNIQUE)
893 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
924 || mat & M_LIQUID 899 || mat & M_LIQUID
925 || (mat & M_IRON && rndm (1, 5) == 1) 900 || (mat & M_IRON && rndm (1, 5) == 1)
926 || (mat & M_GLASS && rndm (1, 2) == 1) 901 || (mat & M_GLASS && rndm (1, 2) == 1)
927 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
928 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
929 || (mat & M_ICE && temp > 32)) 904 //|| (mat & M_ICE && temp > 32)
905 )
930 destroy = 1; 906 destroy = 1;
931 } 907 }
932 908
933 /* adjust overall chance below */ 909 /* adjust overall chance below */
934 if (destroy && rndm (0, 1)) 910 if (destroy && rndm (0, 1))
1025 */ 1001 */
1026void 1002void
1027mapspace::update_ () 1003mapspace::update_ ()
1028{ 1004{
1029 object *last = 0; 1005 object *last = 0;
1030 uint8 flags = P_UPTODATE, anywhere = 0; 1006 uint8 flags = P_UPTODATE;
1031 sint8 light = 0; 1007 sint8 light = 0;
1032 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1008 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1009 uint64_t volume = 0;
1010 uint32_t items = 0;
1011 object *anywhere = 0;
1012 uint8_t middle_visibility = 0;
1033 1013
1034 //object *middle = 0; 1014 //object *middle = 0;
1035 //object *top = 0; 1015 //object *top = 0;
1036 //object *floor = 0; 1016 //object *floor = 0;
1037 // this seems to generate better code than using locals, above 1017 // this seems to generate better code than using locals, above
1038 object *&top = faces_obj[0] = 0; 1018 object *&top = faces_obj[0] = 0;
1039 object *&middle = faces_obj[1] = 0; 1019 object *&middle = faces_obj[1] = 0;
1040 object *&floor = faces_obj[2] = 0; 1020 object *&floor = faces_obj[2] = 0;
1021
1022 object::flags_t allflags; // all flags of all objects or'ed together
1041 1023
1042 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1043 { 1025 {
1044 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1026 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1045 light += tmp->glow_radius; 1027 light += tmp->glow_radius;
1050 * 3 times each time the player moves, because many of the 1032 * 3 times each time the player moves, because many of the
1051 * functions the move_player calls eventualy call this. 1033 * functions the move_player calls eventualy call this.
1052 * 1034 *
1053 * Always put the player down for drawing. 1035 * Always put the player down for drawing.
1054 */ 1036 */
1055 if (!tmp->invisible) 1037 if (expect_true (!tmp->invisible))
1056 { 1038 {
1057 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1058 top = tmp; 1040 top = tmp;
1059 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1060 { 1042 {
1061 /* If we got a floor, that means middle and top were below it, 1043 /* If we got a floor, that means middle and top were below it,
1062 * so should not be visible, so we clear them. 1044 * so should not be visible, so we clear them.
1063 */ 1045 */
1064 middle = 0; 1046 middle = 0;
1065 top = 0; 1047 top = 0;
1066 floor = tmp; 1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1067 } 1051 }
1068 /* Flag anywhere have high priority */ 1052 else
1069 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1070 { 1053 {
1054 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1055 {
1056 ++items;
1057 volume += tmp->volume ();
1058 }
1059
1060 /* Flag anywhere have high priority */
1061 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1062 anywhere = tmp;
1063
1064 /* Find the highest visible face around. If equal
1065 * visibilities, we still want the one nearer to the
1066 * top
1067 */
1068 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1069 {
1070 middle_visibility = ::faces [tmp->face].visibility;
1071 middle = tmp; 1071 middle = tmp;
1072 anywhere = 1; 1072 }
1073 } 1073 }
1074
1075 /* Find the highest visible face around. If equal
1076 * visibilities, we still want the one nearer to the
1077 * top
1078 */
1079 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1080 middle = tmp;
1081 }
1082
1083 if (tmp == tmp->above)
1084 {
1085 LOG (llevError, "Error in structure of map\n");
1086 exit (-1);
1087 } 1074 }
1088 1075
1089 move_slow |= tmp->move_slow; 1076 move_slow |= tmp->move_slow;
1090 move_block |= tmp->move_block; 1077 move_block |= tmp->move_block;
1091 move_on |= tmp->move_on; 1078 move_on |= tmp->move_on;
1092 move_off |= tmp->move_off; 1079 move_off |= tmp->move_off;
1093 move_allow |= tmp->move_allow; 1080 move_allow |= tmp->move_allow;
1094 1081
1095 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1082 allflags |= tmp->flag;
1096 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1083
1097 if (tmp->type == PLAYER) flags |= P_PLAYER; 1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1098 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1085 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1099 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1100 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1101 } 1086 }
1087
1088 // FLAG_SEE_ANYWHERE takes precedence
1089 if (anywhere)
1090 middle = anywhere;
1091
1092 // ORing all flags together and checking them here is much faster
1093 if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW;
1094 if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC;
1095 if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE;
1096 if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC;
1102 1097
1103 this->light = min (light, MAX_LIGHT_RADIUS); 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1104 this->flags_ = flags; 1099 this->flags_ = flags;
1105 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1106 this->move_on = move_on; 1101 this->move_on = move_on;
1107 this->move_off = move_off; 1102 this->move_off = move_off;
1108 this->move_slow = move_slow; 1103 this->move_slow = move_slow;
1104 this->volume_ = (volume + 1023) / 1024;
1105 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1109 1106
1110 /* At this point, we have a floor face (if there is a floor), 1107 /* At this point, we have a floor face (if there is a floor),
1111 * and the floor is set - we are not going to touch it at 1108 * and the floor is set - we are not going to touch it at
1112 * this point. 1109 * this point.
1113 * middle contains the highest visibility face. 1110 * middle contains the highest visibility face.
1179 faces_obj [1] = middle; 1176 faces_obj [1] = middle;
1180 faces_obj [2] = floor; 1177 faces_obj [2] = floor;
1181#endif 1178#endif
1182} 1179}
1183 1180
1184uint64
1185mapspace::volume () const
1186{
1187 uint64 vol = 0;
1188
1189 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1190 vol += op->volume ();
1191
1192 return vol;
1193}
1194
1195maptile * 1181maptile *
1196maptile::tile_available (int dir, bool load) 1182maptile::tile_available (int dir, bool load)
1197{ 1183{
1198 if (tile_path[dir]) 1184 if (tile_path[dir])
1199 { 1185 {
1538 int dx, dy; 1524 int dx, dy;
1539 1525
1540 return adjacent_map (op1->map, op2->map, &dx, &dy); 1526 return adjacent_map (op1->map, op2->map, &dx, &dy);
1541} 1527}
1542 1528
1529//-GPL
1530
1543object * 1531object *
1544maptile::insert (object *op, int x, int y, object *originator, int flags) 1532maptile::insert (object *op, int x, int y, object *originator, int flags)
1545{ 1533{
1546 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1534 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1547} 1535}
1558 if (default_region) 1546 if (default_region)
1559 return default_region; 1547 return default_region;
1560 1548
1561 return ::region::default_region (); 1549 return ::region::default_region ();
1562} 1550}
1551
1552//+GPL
1563 1553
1564/* picks a random object from a style map. 1554/* picks a random object from a style map.
1565 */ 1555 */
1566object * 1556object *
1567maptile::pick_random_object (rand_gen &gen) const 1557maptile::pick_random_object (rand_gen &gen) const
1580 if (pick && pick->is_head ()) 1570 if (pick && pick->is_head ())
1581 return pick->head_ (); 1571 return pick->head_ ();
1582 } 1572 }
1583 1573
1584 // instead of crashing in the unlikely(?) case, try to return *something* 1574 // instead of crashing in the unlikely(?) case, try to return *something*
1585 return archetype::find ("bug"); 1575 return archetype::find (shstr_bug);
1586} 1576}
1577
1578//-GPL
1587 1579
1588void 1580void
1589maptile::play_sound (faceidx sound, int x, int y) const 1581maptile::play_sound (faceidx sound, int x, int y) const
1590{ 1582{
1591 if (!sound) 1583 if (!sound)

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