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Comparing deliantra/server/common/map.C (file contents):
Revision 1.164 by root, Fri Oct 16 01:19:12 2009 UTC vs.
Revision 1.180 by root, Thu Jan 14 23:46:14 2010 UTC

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
80 { 82 {
81 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");
82 return 1; 84 return 1;
83 } 85 }
84 86
85 /* Save some cycles - instead of calling get_map_flags(), just get the value
86 * directly.
87 */
88 mapspace &ms = m->at (sx, sy); 87 mapspace &ms = m->at (sx, sy);
89 88
90 int mflags = ms.flags (); 89 int mflags = ms.flags ();
91 int blocked = ms.move_block; 90 int blocked = ms.move_block;
92 91
114 * true. If we get through the entire stack, that must mean 113 * true. If we get through the entire stack, that must mean
115 * ob is blocking it, so return 0. 114 * ob is blocking it, so return 0.
116 */ 115 */
117 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 116 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
118 { 117 {
119 bool block = OB_MOVE_BLOCK (ob, tmp); 118 if (OB_MOVE_BLOCK (ob, tmp))
120
121 /* This must be before the checks below. Code for inventory checkers. */
122 if (block && tmp->type == CHECK_INV)
123 { 119 {
124 bool have = check_inv_recursive (ob, tmp); 120 if (INVOKE_OBJECT (BLOCKED_MOVE, tmp, ob))
125 121 if (RESULT_INT (0))
126 /* If last_sp is set, the player/monster needs an object, 122 return 1;
127 * so we check for it. If they don't have it, they can't
128 * pass through this space.
129 */ 123 else
130 if (tmp->last_sp) 124 continue;
125
126 if (tmp->type == CHECK_INV)
131 { 127 {
132 if (!have) 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;
133 }
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))
133 return 1; 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 (have)
141 return 1;
142 }
143 }
144 else if (block && tmp->type == T_MATCH)
145 {
146 //TODO
147 }
148 else 147 } else {
149 { 148 // space does not block the ob, directly, but
150 /* Broke apart a big nasty if into several here to make 149 // anything alive that is not a door still
151 * this more readable. first check - if the space blocks 150 // blocks anything but wizards.
152 * movement, can't move here.
153 * second - if a monster, can't move there, unless it is a
154 * dm.
155 */
156 if (block)
157 return 1;
158 151
159 if (tmp->flag [FLAG_ALIVE] 152 if (tmp->flag [FLAG_ALIVE]
160 && tmp->head_ () != ob 153 && tmp->head_ () != ob
161 && tmp != ob 154 && tmp != ob
162 && tmp->type != DOOR 155 && tmp->type != DOOR)
163 && !tmp->flag [FLAG_WIZ])
164 return 1; 156 return 1;
165 } 157 }
166 } 158 }
167 159
168 return 0; 160 return 0;
224 } 216 }
225 217
226 return 0; 218 return 0;
227} 219}
228 220
229/* When the map is loaded, load_object does not actually insert objects 221//-GPL
230 * into inventory, but just links them. What this does is go through
231 * and insert them properly.
232 * The object 'container' is the object that contains the inventory.
233 * This is needed so that we can update the containers weight.
234 */
235void
236fix_container (object *container)
237{
238 object *tmp = container->inv, *next;
239
240 container->inv = 0;
241 while (tmp)
242 {
243 next = tmp->below;
244 if (tmp->inv)
245 fix_container (tmp);
246
247 insert_ob_in_ob (tmp, container);
248 tmp = next;
249 }
250
251 // go through and calculate what all the containers are carrying.
252 //TODO: remove
253 container->update_weight ();
254}
255 222
256void 223void
257maptile::set_object_flag (int flag, int value) 224maptile::set_object_flag (int flag, int value)
258{ 225{
259 if (!spaces) 226 if (!spaces)
274 241
275 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 242 for (mapspace *ms = spaces + size (); ms-- > spaces; )
276 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 243 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
277 INVOKE_OBJECT (RESET, tmp); 244 INVOKE_OBJECT (RESET, tmp);
278} 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
279 261
280/* 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
281 * 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
282 * 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
283 * they are saved). 265 * they are saved).
310 else 292 else
311 op = op->above; 293 op = op->above;
312 } 294 }
313 } 295 }
314} 296}
297
298//-GPL
315 299
316/* 300/*
317 * 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
318 * file pointer. 302 * file pointer.
319 */ 303 */
449 * map archetype. Mimic that behaviour. 433 * map archetype. Mimic that behaviour.
450 */ 434 */
451 width = 16; 435 width = 16;
452 height = 16; 436 height = 16;
453 timeout = 300; 437 timeout = 300;
454 max_nrof = 1000; // 1000 items of anything 438 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 439 max_volume = 2000000; // 2m³
456} 440}
457 441
458maptile::maptile (int w, int h) 442maptile::maptile (int w, int h)
459{ 443{
480 if (spaces) 464 if (spaces)
481 return; 465 return;
482 466
483 spaces = salloc0<mapspace> (size ()); 467 spaces = salloc0<mapspace> (size ());
484} 468}
469
470//+GPL
485 471
486/* 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
487 * 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
488 * at a later date. 474 * at a later date.
489 * Called by parse_map_headers below. 475 * Called by parse_map_headers below.
592 } 578 }
593 579
594 return buf; 580 return buf;
595} 581}
596 582
583//-GPL
584
597/* This loads the header information of the map. The header 585/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 586 * contains things like difficulty, size, timeout, etc.
599 * 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
600 * addition of tiling, fields beyond that easily named in an 588 * addition of tiling, fields beyond that easily named in an
601 * object structure were needed, so it just made sense to 589 * object structure were needed, so it just made sense to
641 case KW_shopgreed: thawer.get (shopgreed); break; 629 case KW_shopgreed: thawer.get (shopgreed); break;
642 case KW_shopmin: thawer.get (shopmin); break; 630 case KW_shopmin: thawer.get (shopmin); break;
643 case KW_shopmax: thawer.get (shopmax); break; 631 case KW_shopmax: thawer.get (shopmax); break;
644 case KW_shoprace: thawer.get (shoprace); break; 632 case KW_shoprace: thawer.get (shoprace); break;
645 case KW_outdoor: thawer.get (outdoor); break; 633 case KW_outdoor: thawer.get (outdoor); break;
646 case KW_temp: thawer.get (temp); break;
647 case KW_pressure: thawer.get (pressure); break;
648 case KW_humid: thawer.get (humid); break;
649 case KW_windspeed: thawer.get (windspeed); break;
650 case KW_winddir: thawer.get (winddir); break;
651 case KW_sky: thawer.get (sky); break;
652 634
653 case KW_per_player: thawer.get (per_player); break; 635 case KW_per_player: thawer.get (per_player); break;
654 case KW_per_party: thawer.get (per_party); break; 636 case KW_per_party: thawer.get (per_party); break;
655 case KW_no_reset: thawer.get (no_reset); break; 637 case KW_no_reset: thawer.get (no_reset); break;
656 case KW_no_drop: thawer.get (no_drop); break; 638 case KW_no_drop: thawer.get (no_drop); break;
692 } 674 }
693 675
694 abort (); 676 abort ();
695} 677}
696 678
679//+GPL
680
697/****************************************************************************** 681/******************************************************************************
698 * This is the start of unique map handling code 682 * This is the start of unique map handling code
699 *****************************************************************************/ 683 *****************************************************************************/
700 684
701/* 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. */
718 op = above; 702 op = above;
719 } 703 }
720 } 704 }
721} 705}
722 706
707//-GPL
708
723bool 709bool
724maptile::_save_header (object_freezer &freezer) 710maptile::_save_header (object_freezer &freezer)
725{ 711{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 712#define MAP_OUT(k) freezer.put (KW(k), k)
727#define MAP_OUT2(k,v) freezer.put (KW_ ## k, v) 713#define MAP_OUT2(k,v) freezer.put (KW(k), v)
728 714
729 MAP_OUT2 (arch, "map"); 715 MAP_OUT2 (arch, CS(map));
730 716
731 if (name) MAP_OUT (name); 717 if (name) MAP_OUT (name);
732 MAP_OUT (swap_time); 718 MAP_OUT (swap_time);
733 MAP_OUT (reset_time); 719 MAP_OUT (reset_time);
734 MAP_OUT (reset_timeout); 720 MAP_OUT (reset_timeout);
742 MAP_OUT (shopgreed); 728 MAP_OUT (shopgreed);
743 MAP_OUT (shopmin); 729 MAP_OUT (shopmin);
744 MAP_OUT (shopmax); 730 MAP_OUT (shopmax);
745 if (shoprace) MAP_OUT (shoprace); 731 if (shoprace) MAP_OUT (shoprace);
746 732
747 MAP_OUT (darkness);
748 MAP_OUT (width); 733 MAP_OUT (width);
749 MAP_OUT (height); 734 MAP_OUT (height);
750 MAP_OUT (enter_x); 735 MAP_OUT (enter_x);
751 MAP_OUT (enter_y); 736 MAP_OUT (enter_y);
752 737 MAP_OUT (darkness);
753 if (msg) freezer.put (KW_msg , KW_endmsg , msg);
754 if (maplore) freezer.put (KW_maplore, KW_endmaplore, maplore);
755
756 MAP_OUT (outdoor); 738 MAP_OUT (outdoor);
757 MAP_OUT (temp); 739
758 MAP_OUT (pressure); 740 if (msg) freezer.put (KW(msg) , KW(endmsg) , msg);
759 MAP_OUT (humid); 741 if (maplore) freezer.put (KW(maplore), KW(endmaplore), maplore);
760 MAP_OUT (windspeed);
761 MAP_OUT (winddir);
762 MAP_OUT (sky);
763 742
764 MAP_OUT (per_player); 743 MAP_OUT (per_player);
765 MAP_OUT (per_party); 744 MAP_OUT (per_party);
766 745
767 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]);
768 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]);
769 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]);
770 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]);
771 750
772 freezer.put (this); 751 freezer.put (this);
773 freezer.put (KW_end); 752 freezer.put (KW(end));
774 753
775 return true; 754 return true;
776} 755}
777 756
778bool 757bool
783 if (!_save_header (freezer)) 762 if (!_save_header (freezer))
784 return false; 763 return false;
785 764
786 return freezer.save (path); 765 return freezer.save (path);
787} 766}
767
768//+GPL
788 769
789/* 770/*
790 * Remove and free all objects in the given map. 771 * Remove and free all objects in the given map.
791 */ 772 */
792void 773void
861 842
862 clear (); 843 clear ();
863} 844}
864 845
865/* 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?
866void 848void
867maptile::do_decay_objects () 849maptile::do_decay_objects ()
868{ 850{
869 if (!spaces) 851 if (!spaces)
870 return; 852 return;
872 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 854 for (mapspace *ms = spaces + size (); ms-- > spaces; )
873 for (object *above, *op = ms->bot; op; op = above) 855 for (object *above, *op = ms->bot; op; op = above)
874 { 856 {
875 above = op->above; 857 above = op->above;
876 858
877 bool destroy = 0;
878
879 // do not decay anything above unique floor tiles (yet :) 859 // do not decay anything above unique floor tiles (yet :)
880 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))
881 break; 861 break;
862
863 bool destroy = 0;
882 864
883 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 865 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
884 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 866 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
885 || QUERY_FLAG (op, FLAG_UNIQUE) 867 || QUERY_FLAG (op, FLAG_UNIQUE)
886 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 868 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
917 || mat & M_LIQUID 899 || mat & M_LIQUID
918 || (mat & M_IRON && rndm (1, 5) == 1) 900 || (mat & M_IRON && rndm (1, 5) == 1)
919 || (mat & M_GLASS && rndm (1, 2) == 1) 901 || (mat & M_GLASS && rndm (1, 2) == 1)
920 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1) 902 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
921 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1) 903 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
922 || (mat & M_ICE && temp > 32)) 904 //|| (mat & M_ICE && temp > 32)
905 )
923 destroy = 1; 906 destroy = 1;
924 } 907 }
925 908
926 /* adjust overall chance below */ 909 /* adjust overall chance below */
927 if (destroy && rndm (0, 1)) 910 if (destroy && rndm (0, 1))
1018 */ 1001 */
1019void 1002void
1020mapspace::update_ () 1003mapspace::update_ ()
1021{ 1004{
1022 object *last = 0; 1005 object *last = 0;
1023 uint8 flags = P_UPTODATE, anywhere = 0; 1006 uint8 flags = P_UPTODATE;
1024 sint8 light = 0; 1007 sint8 light = 0;
1025 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;
1026 1013
1027 //object *middle = 0; 1014 //object *middle = 0;
1028 //object *top = 0; 1015 //object *top = 0;
1029 //object *floor = 0; 1016 //object *floor = 0;
1030 // this seems to generate better code than using locals, above 1017 // this seems to generate better code than using locals, above
1031 object *&top = faces_obj[0] = 0; 1018 object *&top = faces_obj[0] = 0;
1032 object *&middle = faces_obj[1] = 0; 1019 object *&middle = faces_obj[1] = 0;
1033 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
1034 1023
1035 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1024 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1036 { 1025 {
1037 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1026 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1038 light += tmp->glow_radius; 1027 light += tmp->glow_radius;
1043 * 3 times each time the player moves, because many of the 1032 * 3 times each time the player moves, because many of the
1044 * functions the move_player calls eventualy call this. 1033 * functions the move_player calls eventualy call this.
1045 * 1034 *
1046 * Always put the player down for drawing. 1035 * Always put the player down for drawing.
1047 */ 1036 */
1048 if (!tmp->invisible) 1037 if (expect_true (!tmp->invisible))
1049 { 1038 {
1050 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1039 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1051 top = tmp; 1040 top = tmp;
1052 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1041 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1053 { 1042 {
1054 /* 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,
1055 * so should not be visible, so we clear them. 1044 * so should not be visible, so we clear them.
1056 */ 1045 */
1057 middle = 0; 1046 middle = 0;
1058 top = 0; 1047 top = 0;
1059 floor = tmp; 1048 floor = tmp;
1049 volume = 0;
1050 items = 0;
1060 } 1051 }
1061 /* Flag anywhere have high priority */ 1052 else
1062 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1063 { 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;
1064 middle = tmp; 1071 middle = tmp;
1065 anywhere = 1; 1072 }
1066 } 1073 }
1067
1068 /* Find the highest visible face around. If equal
1069 * visibilities, we still want the one nearer to the
1070 * top
1071 */
1072 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1073 middle = tmp;
1074 }
1075
1076 if (tmp == tmp->above)
1077 {
1078 LOG (llevError, "Error in structure of map\n");
1079 exit (-1);
1080 } 1074 }
1081 1075
1082 move_slow |= tmp->move_slow; 1076 move_slow |= tmp->move_slow;
1083 move_block |= tmp->move_block; 1077 move_block |= tmp->move_block;
1084 move_on |= tmp->move_on; 1078 move_on |= tmp->move_on;
1085 move_off |= tmp->move_off; 1079 move_off |= tmp->move_off;
1086 move_allow |= tmp->move_allow; 1080 move_allow |= tmp->move_allow;
1087 1081
1088 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1082 allflags |= tmp->flag;
1089 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1083
1090 if (tmp->type == PLAYER) flags |= P_PLAYER; 1084 if (tmp->type == PLAYER) flags |= P_PLAYER;
1091 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1085 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1092 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1093 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1094 } 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;
1095 1097
1096 this->light = min (light, MAX_LIGHT_RADIUS); 1098 this->light = min (light, MAX_LIGHT_RADIUS);
1097 this->flags_ = flags; 1099 this->flags_ = flags;
1098 this->move_block = move_block & ~move_allow; 1100 this->move_block = move_block & ~move_allow;
1099 this->move_on = move_on; 1101 this->move_on = move_on;
1100 this->move_off = move_off; 1102 this->move_off = move_off;
1101 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
1102 1106
1103 /* 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),
1104 * 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
1105 * this point. 1109 * this point.
1106 * middle contains the highest visibility face. 1110 * middle contains the highest visibility face.
1172 faces_obj [1] = middle; 1176 faces_obj [1] = middle;
1173 faces_obj [2] = floor; 1177 faces_obj [2] = floor;
1174#endif 1178#endif
1175} 1179}
1176 1180
1177uint64
1178mapspace::volume () const
1179{
1180 uint64 vol = 0;
1181
1182 for (object *op = top; op && !op->flag [FLAG_NO_PICK]; op = op->below)
1183 vol += op->volume ();
1184
1185 return vol;
1186}
1187
1188maptile * 1181maptile *
1189maptile::tile_available (int dir, bool load) 1182maptile::tile_available (int dir, bool load)
1190{ 1183{
1191 if (tile_path[dir]) 1184 if (tile_path[dir])
1192 { 1185 {
1531 int dx, dy; 1524 int dx, dy;
1532 1525
1533 return adjacent_map (op1->map, op2->map, &dx, &dy); 1526 return adjacent_map (op1->map, op2->map, &dx, &dy);
1534} 1527}
1535 1528
1529//-GPL
1530
1536object * 1531object *
1537maptile::insert (object *op, int x, int y, object *originator, int flags) 1532maptile::insert (object *op, int x, int y, object *originator, int flags)
1538{ 1533{
1539 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);
1540} 1535}
1551 if (default_region) 1546 if (default_region)
1552 return default_region; 1547 return default_region;
1553 1548
1554 return ::region::default_region (); 1549 return ::region::default_region ();
1555} 1550}
1551
1552//+GPL
1556 1553
1557/* picks a random object from a style map. 1554/* picks a random object from a style map.
1558 */ 1555 */
1559object * 1556object *
1560maptile::pick_random_object (rand_gen &gen) const 1557maptile::pick_random_object (rand_gen &gen) const
1573 if (pick && pick->is_head ()) 1570 if (pick && pick->is_head ())
1574 return pick->head_ (); 1571 return pick->head_ ();
1575 } 1572 }
1576 1573
1577 // instead of crashing in the unlikely(?) case, try to return *something* 1574 // instead of crashing in the unlikely(?) case, try to return *something*
1578 return archetype::find ("bug"); 1575 return archetype::find (shstr_bug);
1579} 1576}
1577
1578//-GPL
1580 1579
1581void 1580void
1582maptile::play_sound (faceidx sound, int x, int y) const 1581maptile::play_sound (faceidx sound, int x, int y) const
1583{ 1582{
1584 if (!sound) 1583 if (!sound)

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