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Comparing deliantra/server/common/map.C (file contents):
Revision 1.158 by root, Tue Feb 17 03:53:31 2009 UTC vs.
Revision 1.172 by root, Sun Nov 8 20:55:39 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
228 * 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
229 * and insert them properly. 224 * and insert them properly.
230 * The object 'container' is the object that contains the inventory. 225 * The object 'container' is the object that contains the inventory.
231 * This is needed so that we can update the containers weight. 226 * This is needed so that we can update the containers weight.
232 */ 227 */
233void 228static void
234fix_container (object *container) 229fix_container (object *container)
235{ 230{
236 object *tmp = container->inv, *next; 231 object *tmp = container->inv, *next;
237 232
238 container->inv = 0; 233 container->inv = 0;
249 // go through and calculate what all the containers are carrying. 244 // go through and calculate what all the containers are carrying.
250 //TODO: remove 245 //TODO: remove
251 container->update_weight (); 246 container->update_weight ();
252} 247}
253 248
249//-GPL
250
254void 251void
255maptile::set_object_flag (int flag, int value) 252maptile::set_object_flag (int flag, int value)
256{ 253{
257 if (!spaces) 254 if (!spaces)
258 return; 255 return;
272 269
273 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 270 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 271 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp); 272 INVOKE_OBJECT (RESET, tmp);
276} 273}
274
275//+GPL
277 276
278/* link_multipart_objects go through all the objects on the map looking 277/* 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 278 * 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 279 * info we have, they only have the head (as would be expected when
281 * they are saved). 280 * they are saved).
308 else 307 else
309 op = op->above; 308 op = op->above;
310 } 309 }
311 } 310 }
312} 311}
312
313//-GPL
313 314
314/* 315/*
315 * Loads (ands parses) the objects into a given map from the specified 316 * Loads (ands parses) the objects into a given map from the specified
316 * file pointer. 317 * file pointer.
317 */ 318 */
448 */ 449 */
449 width = 16; 450 width = 16;
450 height = 16; 451 height = 16;
451 timeout = 300; 452 timeout = 300;
452 max_nrof = 1000; // 1000 items of anything 453 max_nrof = 1000; // 1000 items of anything
454 max_items = MAX_ITEM_PER_ACTION;
453 max_volume = 2000000; // 2m³ 455 max_volume = 2000000; // 2m³
454} 456}
455 457
456maptile::maptile (int w, int h) 458maptile::maptile (int w, int h)
457{ 459{
478 if (spaces) 480 if (spaces)
479 return; 481 return;
480 482
481 spaces = salloc0<mapspace> (size ()); 483 spaces = salloc0<mapspace> (size ());
482} 484}
485
486//+GPL
483 487
484/* Takes a string from a map definition and outputs a pointer to the array of shopitems 488/* 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 489 * corresponding to that string. Memory is allocated for this, it must be freed
486 * at a later date. 490 * at a later date.
487 * Called by parse_map_headers below. 491 * Called by parse_map_headers below.
564 return items; 568 return items;
565} 569}
566 570
567/* opposite of parse string, this puts the string that was originally fed in to 571/* opposite of parse string, this puts the string that was originally fed in to
568 * the map (or something equivilent) into output_string. */ 572 * the map (or something equivilent) into output_string. */
569static void 573static const char *
570print_shop_string (maptile *m, char *output_string) 574print_shop_string (maptile *m)
571{ 575{
572 int i; 576 static dynbuf_text buf; buf.clear ();
573 char tmp[MAX_BUF];
574 577
575 strcpy (output_string, "");
576 for (i = 0; i < m->shopitems[0].index; i++) 578 for (int i = 0; i < m->shopitems[0].index; i++)
577 { 579 {
578 if (m->shopitems[i].typenum) 580 if (m->shopitems[i].typenum)
579 { 581 {
580 if (m->shopitems[i].strength) 582 if (m->shopitems[i].strength)
581 sprintf (tmp, "%s:%d;", m->shopitems[i].name, m->shopitems[i].strength); 583 buf.printf ("%s:%d;", m->shopitems[i].name, m->shopitems[i].strength);
582 else 584 else
583 sprintf (tmp, "%s;", m->shopitems[i].name); 585 buf.printf ("%s;", m->shopitems[i].name);
584 } 586 }
585 else 587 else
586 { 588 {
587 if (m->shopitems[i].strength) 589 if (m->shopitems[i].strength)
588 sprintf (tmp, "*:%d;", m->shopitems[i].strength); 590 buf.printf ("*:%d;", m->shopitems[i].strength);
589 else 591 else
590 sprintf (tmp, "*"); 592 buf.printf ("*");
591 } 593 }
592
593 strcat (output_string, tmp);
594 } 594 }
595
596 return buf;
595} 597}
598
599//-GPL
596 600
597/* This loads the header information of the map. The header 601/* This loads the header information of the map. The header
598 * contains things like difficulty, size, timeout, etc. 602 * contains things like difficulty, size, timeout, etc.
599 * this used to be stored in the map object, but with the 603 * this used to be stored in the map object, but with the
600 * addition of tiling, fields beyond that easily named in an 604 * addition of tiling, fields beyond that easily named in an
692 } 696 }
693 697
694 abort (); 698 abort ();
695} 699}
696 700
701//+GPL
702
697/****************************************************************************** 703/******************************************************************************
698 * This is the start of unique map handling code 704 * This is the start of unique map handling code
699 *****************************************************************************/ 705 *****************************************************************************/
700 706
701/* This goes through the maptile and removed any unique items on the map. */ 707/* This goes through the maptile and removed any unique items on the map. */
717 723
718 op = above; 724 op = above;
719 } 725 }
720 } 726 }
721} 727}
728
729//-GPL
722 730
723bool 731bool
724maptile::_save_header (object_freezer &freezer) 732maptile::_save_header (object_freezer &freezer)
725{ 733{
726#define MAP_OUT(k) freezer.put (KW_ ## k, k) 734#define MAP_OUT(k) freezer.put (KW_ ## k, k)
734 MAP_OUT (reset_timeout); 742 MAP_OUT (reset_timeout);
735 MAP_OUT (fixed_resettime); 743 MAP_OUT (fixed_resettime);
736 MAP_OUT (no_reset); 744 MAP_OUT (no_reset);
737 MAP_OUT (no_drop); 745 MAP_OUT (no_drop);
738 MAP_OUT (difficulty); 746 MAP_OUT (difficulty);
739
740 if (default_region) MAP_OUT2 (region, default_region->name); 747 if (default_region) MAP_OUT2 (region, default_region->name);
741 748
742 if (shopitems) 749 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); 750 MAP_OUT (shopgreed);
750 MAP_OUT (shopmin); 751 MAP_OUT (shopmin);
751 MAP_OUT (shopmax); 752 MAP_OUT (shopmax);
752 if (shoprace) MAP_OUT (shoprace); 753 if (shoprace) MAP_OUT (shoprace);
754
753 MAP_OUT (darkness); 755 MAP_OUT (darkness);
754 MAP_OUT (width); 756 MAP_OUT (width);
755 MAP_OUT (height); 757 MAP_OUT (height);
756 MAP_OUT (enter_x); 758 MAP_OUT (enter_x);
757 MAP_OUT (enter_y); 759 MAP_OUT (enter_y);
789 if (!_save_header (freezer)) 791 if (!_save_header (freezer))
790 return false; 792 return false;
791 793
792 return freezer.save (path); 794 return freezer.save (path);
793} 795}
796
797//+GPL
794 798
795/* 799/*
796 * Remove and free all objects in the given map. 800 * Remove and free all objects in the given map.
797 */ 801 */
798void 802void
1024 */ 1028 */
1025void 1029void
1026mapspace::update_ () 1030mapspace::update_ ()
1027{ 1031{
1028 object *last = 0; 1032 object *last = 0;
1029 uint8 flags = P_UPTODATE, anywhere = 0; 1033 uint8 flags = P_UPTODATE;
1030 sint8 light = 0; 1034 sint8 light = 0;
1031 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 items = 0;
1038 object *anywhere = 0;
1032 1039
1033 //object *middle = 0; 1040 //object *middle = 0;
1034 //object *top = 0; 1041 //object *top = 0;
1035 //object *floor = 0; 1042 //object *floor = 0;
1036 // this seems to generate better code than using locals, above 1043 // this seems to generate better code than using locals, above
1037 object *&top = faces_obj[0] = 0; 1044 object *&top = faces_obj[0] = 0;
1038 object *&middle = faces_obj[1] = 0; 1045 object *&middle = faces_obj[1] = 0;
1039 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
1040 1049
1041 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1050 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1042 { 1051 {
1043 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) 1052 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1044 light += tmp->glow_radius; 1053 light += tmp->glow_radius;
1049 * 3 times each time the player moves, because many of the 1058 * 3 times each time the player moves, because many of the
1050 * functions the move_player calls eventualy call this. 1059 * functions the move_player calls eventualy call this.
1051 * 1060 *
1052 * Always put the player down for drawing. 1061 * Always put the player down for drawing.
1053 */ 1062 */
1054 if (!tmp->invisible) 1063 if (expect_true (!tmp->invisible))
1055 { 1064 {
1056 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])
1057 top = tmp; 1066 top = tmp;
1058 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1067 else
1059 { 1068 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1070 {
1060 /* 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,
1061 * so should not be visible, so we clear them. 1072 * so should not be visible, so we clear them.
1062 */ 1073 */
1063 middle = 0; 1074 middle = 0;
1064 top = 0; 1075 top = 0;
1065 floor = tmp; 1076 floor = tmp;
1077 volume = 0;
1078 items = 0;
1079 }
1080 else
1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1083 {
1084 ++items;
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 }
1066 } 1098 }
1067 /* Flag anywhere have high priority */
1068 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1069 {
1070 middle = tmp;
1071 anywhere = 1;
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 } 1099 }
1087 1100
1088 move_slow |= tmp->move_slow; 1101 move_slow |= tmp->move_slow;
1089 move_block |= tmp->move_block; 1102 move_block |= tmp->move_block;
1090 move_on |= tmp->move_on; 1103 move_on |= tmp->move_on;
1091 move_off |= tmp->move_off; 1104 move_off |= tmp->move_off;
1092 move_allow |= tmp->move_allow; 1105 move_allow |= tmp->move_allow;
1093 1106
1094 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; 1107 allflags |= tmp->flag;
1095 if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; 1108
1096 if (tmp->type == PLAYER) flags |= P_PLAYER; 1109 if (tmp->type == PLAYER) flags |= P_PLAYER;
1097 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1110 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 } 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;
1101 1122
1102 this->light = min (light, MAX_LIGHT_RADIUS); 1123 this->light = min (light, MAX_LIGHT_RADIUS);
1103 this->flags_ = flags; 1124 this->flags_ = flags;
1104 this->move_block = move_block & ~move_allow; 1125 this->move_block = move_block & ~move_allow;
1105 this->move_on = move_on; 1126 this->move_on = move_on;
1106 this->move_off = move_off; 1127 this->move_off = move_off;
1107 this->move_slow = move_slow; 1128 this->move_slow = move_slow;
1129 this->volume_ = (volume + 1023) / 1024;
1130 this->items_ = upos_min (items, 65535); // assume nrof <= 2**31
1108 1131
1109 /* 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),
1110 * 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
1111 * this point. 1134 * this point.
1112 * middle contains the highest visibility face. 1135 * middle contains the highest visibility face.
1178 faces_obj [1] = middle; 1201 faces_obj [1] = middle;
1179 faces_obj [2] = floor; 1202 faces_obj [2] = floor;
1180#endif 1203#endif
1181} 1204}
1182 1205
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 * 1206maptile *
1195maptile::tile_available (int dir, bool load) 1207maptile::tile_available (int dir, bool load)
1196{ 1208{
1197 if (tile_path[dir]) 1209 if (tile_path[dir])
1198 { 1210 {
1515 else 1527 else
1516 { 1528 {
1517 retval->distance_x += op2->x - x; 1529 retval->distance_x += op2->x - x;
1518 retval->distance_y += op2->y - y; 1530 retval->distance_y += op2->y - y;
1519 1531
1520 retval->part = NULL; 1532 retval->part = 0;
1521 retval->distance = idistance (retval->distance_x, retval->distance_y); 1533 retval->distance = upos_max (abs (retval->distance_x), abs (retval->distance_y));
1522 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y); 1534 retval->direction = find_dir_2 (-retval->distance_x, -retval->distance_y);
1523 } 1535 }
1524} 1536}
1525 1537
1526/* Returns true of op1 and op2 are effectively on the same map 1538/* Returns true of op1 and op2 are effectively on the same map
1537 int dx, dy; 1549 int dx, dy;
1538 1550
1539 return adjacent_map (op1->map, op2->map, &dx, &dy); 1551 return adjacent_map (op1->map, op2->map, &dx, &dy);
1540} 1552}
1541 1553
1554//-GPL
1555
1542object * 1556object *
1543maptile::insert (object *op, int x, int y, object *originator, int flags) 1557maptile::insert (object *op, int x, int y, object *originator, int flags)
1544{ 1558{
1545 return insert_ob_in_map_at (op, this, originator, flags, x, y); 1559 return insert_ob_in_map_at (op, this, originator, flags, x, y);
1546} 1560}
1557 if (default_region) 1571 if (default_region)
1558 return default_region; 1572 return default_region;
1559 1573
1560 return ::region::default_region (); 1574 return ::region::default_region ();
1561} 1575}
1576
1577//+GPL
1562 1578
1563/* picks a random object from a style map. 1579/* picks a random object from a style map.
1564 */ 1580 */
1565object * 1581object *
1566maptile::pick_random_object (rand_gen &gen) const 1582maptile::pick_random_object (rand_gen &gen) const
1579 if (pick && pick->is_head ()) 1595 if (pick && pick->is_head ())
1580 return pick->head_ (); 1596 return pick->head_ ();
1581 } 1597 }
1582 1598
1583 // instead of crashing in the unlikely(?) case, try to return *something* 1599 // instead of crashing in the unlikely(?) case, try to return *something*
1584 return archetype::find ("bug"); 1600 return archetype::find (shstr_bug);
1585} 1601}
1602
1603//-GPL
1586 1604
1587void 1605void
1588maptile::play_sound (faceidx sound, int x, int y) const 1606maptile::play_sound (faceidx sound, int x, int y) const
1589{ 1607{
1590 if (!sound) 1608 if (!sound)

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