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Comparing deliantra/server/common/map.C (file contents):
Revision 1.172 by root, Sun Nov 8 20:55:39 2009 UTC vs.
Revision 1.176 by root, Tue Nov 10 05:11:05 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{
268 set_object_flag (FLAG_OBJ_ORIGINAL); 241 set_object_flag (FLAG_OBJ_ORIGINAL);
269 242
270 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 243 for (mapspace *ms = spaces + size (); ms-- > spaces; )
271 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 244 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
272 INVOKE_OBJECT (RESET, tmp); 245 INVOKE_OBJECT (RESET, tmp);
246}
247
248void
249maptile::post_load ()
250{
251#if 0
252 if (!spaces)
253 return;
254
255 for (mapspace *ms = spaces + size (); ms-- > spaces; )
256 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
257 ; // nop
258#endif
273} 259}
274 260
275//+GPL 261//+GPL
276 262
277/* link_multipart_objects go through all the objects on the map looking 263/* link_multipart_objects go through all the objects on the map looking
448 * map archetype. Mimic that behaviour. 434 * map archetype. Mimic that behaviour.
449 */ 435 */
450 width = 16; 436 width = 16;
451 height = 16; 437 height = 16;
452 timeout = 300; 438 timeout = 300;
453 max_nrof = 1000; // 1000 items of anything
454 max_items = MAX_ITEM_PER_ACTION; 439 max_items = MAX_ITEM_PER_ACTION;
455 max_volume = 2000000; // 2m³ 440 max_volume = 2000000; // 2m³
456} 441}
457 442
458maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
1034 sint8 light = 0; 1019 sint8 light = 0;
1035 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1020 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1036 uint64_t volume = 0; 1021 uint64_t volume = 0;
1037 uint32_t items = 0; 1022 uint32_t items = 0;
1038 object *anywhere = 0; 1023 object *anywhere = 0;
1024 uint8_t middle_visibility = 0;
1039 1025
1040 //object *middle = 0; 1026 //object *middle = 0;
1041 //object *top = 0; 1027 //object *top = 0;
1042 //object *floor = 0; 1028 //object *floor = 0;
1043 // this seems to generate better code than using locals, above 1029 // this seems to generate better code than using locals, above
1060 * 1046 *
1061 * Always put the player down for drawing. 1047 * Always put the player down for drawing.
1062 */ 1048 */
1063 if (expect_true (!tmp->invisible)) 1049 if (expect_true (!tmp->invisible))
1064 { 1050 {
1065 if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) 1051 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1066 top = tmp; 1052 top = tmp;
1053 else if (expect_false (tmp->flag [FLAG_IS_FLOOR]))
1054 {
1055 /* If we got a floor, that means middle and top were below it,
1056 * so should not be visible, so we clear them.
1057 */
1058 middle = 0;
1059 top = 0;
1060 floor = tmp;
1061 volume = 0;
1062 items = 0;
1063 }
1067 else 1064 else
1068 { 1065 {
1069 if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1066 if (expect_true (!tmp->flag [FLAG_NO_PICK]))
1070 { 1067 {
1071 /* If we got a floor, that means middle and top were below it,
1072 * so should not be visible, so we clear them.
1073 */
1074 middle = 0;
1075 top = 0;
1076 floor = tmp;
1077 volume = 0;
1078 items = 0; 1068 ++items;
1069 volume += tmp->volume ();
1079 } 1070 }
1071
1072 /* Flag anywhere have high priority */
1073 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1074 anywhere = tmp;
1075
1076 /* Find the highest visible face around. If equal
1077 * visibilities, we still want the one nearer to the
1078 * top
1080 else 1079 */
1080 if (expect_false (::faces [tmp->face].visibility >= middle_visibility))
1081 { 1081 {
1082 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1082 middle_visibility = ::faces [tmp->face].visibility;
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; 1083 middle = tmp;
1097 } 1084 }
1098 } 1085 }
1099 } 1086 }
1100 1087
1101 move_slow |= tmp->move_slow; 1088 move_slow |= tmp->move_slow;

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