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Comparing deliantra/server/common/map.C (file contents):
Revision 1.167 by root, Thu Nov 5 15:43:21 2009 UTC vs.
Revision 1.171 by root, Sun Nov 8 16:13:45 2009 UTC

223 * 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
224 * and insert them properly. 224 * and insert them properly.
225 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
226 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
227 */ 227 */
228void 228static void
229fix_container (object *container) 229fix_container (object *container)
230{ 230{
231 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
232 232
233 container->inv = 0; 233 container->inv = 0;
449 */ 449 */
450 width = 16; 450 width = 16;
451 height = 16; 451 height = 16;
452 timeout = 300; 452 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything 453 max_nrof = 1000; // 1000 items of anything
454 max_items = 25;
454 max_volume = 2000000; // 2m³ 455 max_volume = 2000000; // 2m³
455} 456}
456 457
457maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
458{ 459{
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 nrof = 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 nrof = 0;
1079 }
1080 else
1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1083 {
1084 ++nrof;
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 / 1024;
1130 this->nrof_ = upos_min (nrof, 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 {
1586 if (pick && pick->is_head ()) 1595 if (pick && pick->is_head ())
1587 return pick->head_ (); 1596 return pick->head_ ();
1588 } 1597 }
1589 1598
1590 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1591 return archetype::find ("bug"); 1600 return archetype::find (shstr_bug);
1592} 1601}
1593 1602
1594//-GPL 1603//-GPL
1595 1604
1596void 1605void

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