… | |
… | |
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 |
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|
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 | */ |
|
|
228 | static void |
|
|
229 | fix_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 | |
251 | void |
224 | void |
252 | maptile::set_object_flag (int flag, int value) |
225 | maptile::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 | |
|
|
248 | void |
|
|
249 | maptile::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 |
439 | max_items = MAX_ITEM_PER_ACTION; |
454 | max_items = 25; |
|
|
455 | max_volume = 2000000; // 2m³ |
440 | max_volume = 2000000; // 2m³ |
456 | } |
441 | } |
457 | |
442 | |
458 | maptile::maptile (int w, int h) |
443 | maptile::maptile (int w, int h) |
459 | { |
444 | { |
… | |
… | |
1028 | */ |
1013 | */ |
1029 | void |
1014 | void |
1030 | mapspace::update_ () |
1015 | mapspace::update_ () |
1031 | { |
1016 | { |
1032 | object *last = 0; |
1017 | object *last = 0; |
1033 | uint8 flags = P_UPTODATE, anywhere = 0; |
1018 | uint8 flags = P_UPTODATE; |
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 nrof = 0; |
1022 | uint32_t items = 0; |
|
|
1023 | object *anywhere = 0; |
|
|
1024 | uint8_t middle_visibility = 0; |
1038 | |
1025 | |
1039 | //object *middle = 0; |
1026 | //object *middle = 0; |
1040 | //object *top = 0; |
1027 | //object *top = 0; |
1041 | //object *floor = 0; |
1028 | //object *floor = 0; |
1042 | // this seems to generate better code than using locals, above |
1029 | // this seems to generate better code than using locals, above |
1043 | object *&top = faces_obj[0] = 0; |
1030 | object *&top = faces_obj[0] = 0; |
1044 | object *&middle = faces_obj[1] = 0; |
1031 | object *&middle = faces_obj[1] = 0; |
1045 | object *&floor = faces_obj[2] = 0; |
1032 | object *&floor = faces_obj[2] = 0; |
1046 | |
1033 | |
|
|
1034 | object::flags_t allflags; // all flags of all objects or'ed together |
|
|
1035 | |
1047 | for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1036 | for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) |
1048 | { |
1037 | { |
1049 | ++nrof; |
|
|
1050 | |
|
|
1051 | // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) |
1038 | // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) |
1052 | light += tmp->glow_radius; |
1039 | light += tmp->glow_radius; |
1053 | |
1040 | |
1054 | /* This call is needed in order to update objects the player |
1041 | /* This call is needed in order to update objects the player |
1055 | * is standing in that have animations (ie, grass, fire, etc). |
1042 | * is standing in that have animations (ie, grass, fire, etc). |
… | |
… | |
1057 | * 3 times each time the player moves, because many of the |
1044 | * 3 times each time the player moves, because many of the |
1058 | * functions the move_player calls eventualy call this. |
1045 | * functions the move_player calls eventualy call this. |
1059 | * |
1046 | * |
1060 | * Always put the player down for drawing. |
1047 | * Always put the player down for drawing. |
1061 | */ |
1048 | */ |
1062 | if (!tmp->invisible) |
1049 | if (expect_true (!tmp->invisible)) |
1063 | { |
1050 | { |
1064 | if (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]) |
1051 | if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) |
1065 | 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 | } |
1066 | else |
1064 | else |
1067 | { |
1065 | { |
1068 | if (tmp->flag [FLAG_IS_FLOOR]) |
1066 | if (expect_true (!tmp->flag [FLAG_NO_PICK])) |
1069 | { |
1067 | { |
1070 | /* If we got a floor, that means middle and top were below it, |
|
|
1071 | * so should not be visible, so we clear them. |
|
|
1072 | */ |
1068 | ++items; |
1073 | middle = 0; |
1069 | volume += tmp->volume (); |
1074 | top = 0; |
|
|
1075 | floor = tmp; |
|
|
1076 | } |
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 |
1077 | else |
1079 | */ |
|
|
1080 | if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) |
1078 | { |
1081 | { |
1079 | if (!tmp->flag [FLAG_NO_PICK]) |
1082 | middle_visibility = ::faces [tmp->face].visibility; |
1080 | volume += tmp->volume (); |
|
|
1081 | |
|
|
1082 | /* Flag anywhere have high priority */ |
|
|
1083 | if (tmp->flag [FLAG_SEE_ANYWHERE]) |
|
|
1084 | { |
|
|
1085 | middle = tmp; |
|
|
1086 | anywhere = 1; |
|
|
1087 | } |
|
|
1088 | /* Find the highest visible face around. If equal |
|
|
1089 | * visibilities, we still want the one nearer to the |
|
|
1090 | * top |
|
|
1091 | */ |
|
|
1092 | else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere)) |
|
|
1093 | middle = tmp; |
1083 | middle = tmp; |
1094 | } |
1084 | } |
1095 | } |
1085 | } |
1096 | } |
1086 | } |
1097 | |
1087 | |
1098 | move_slow |= tmp->move_slow; |
1088 | move_slow |= tmp->move_slow; |
1099 | move_block |= tmp->move_block; |
1089 | move_block |= tmp->move_block; |
1100 | move_on |= tmp->move_on; |
1090 | move_on |= tmp->move_on; |
1101 | move_off |= tmp->move_off; |
1091 | move_off |= tmp->move_off; |
1102 | move_allow |= tmp->move_allow; |
1092 | move_allow |= tmp->move_allow; |
1103 | |
1093 | |
1104 | if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) flags |= P_BLOCKSVIEW; |
1094 | allflags |= tmp->flag; |
1105 | if (QUERY_FLAG (tmp, FLAG_NO_MAGIC)) flags |= P_NO_MAGIC; |
1095 | |
1106 | if (tmp->type == PLAYER) flags |= P_PLAYER; |
1096 | if (tmp->type == PLAYER) flags |= P_PLAYER; |
1107 | if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1097 | if (tmp->type == SAFE_GROUND) flags |= P_SAFE; |
1108 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; |
|
|
1109 | if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; |
|
|
1110 | } |
1098 | } |
|
|
1099 | |
|
|
1100 | // FLAG_SEE_ANYWHERE takes precedence |
|
|
1101 | if (anywhere) |
|
|
1102 | middle = anywhere; |
|
|
1103 | |
|
|
1104 | // ORing all flags together and checking them here is much faster |
|
|
1105 | if (allflags [FLAG_BLOCKSVIEW]) flags |= P_BLOCKSVIEW; |
|
|
1106 | if (allflags [FLAG_NO_MAGIC] ) flags |= P_NO_MAGIC; |
|
|
1107 | if (allflags [FLAG_ALIVE] ) flags |= P_IS_ALIVE; |
|
|
1108 | if (allflags [FLAG_DAMNED] ) flags |= P_NO_CLERIC; |
1111 | |
1109 | |
1112 | this->light = min (light, MAX_LIGHT_RADIUS); |
1110 | this->light = min (light, MAX_LIGHT_RADIUS); |
1113 | this->flags_ = flags; |
1111 | this->flags_ = flags; |
1114 | this->move_block = move_block & ~move_allow; |
1112 | this->move_block = move_block & ~move_allow; |
1115 | this->move_on = move_on; |
1113 | this->move_on = move_on; |
1116 | this->move_off = move_off; |
1114 | this->move_off = move_off; |
1117 | this->move_slow = move_slow; |
1115 | this->move_slow = move_slow; |
1118 | this->volume_ = volume / 1024; |
1116 | this->volume_ = (volume + 1023) / 1024; |
1119 | this->nrof_ = min (65535, nrof); |
1117 | this->items_ = upos_min (items, 65535); // assume nrof <= 2**31 |
1120 | |
1118 | |
1121 | /* At this point, we have a floor face (if there is a floor), |
1119 | /* At this point, we have a floor face (if there is a floor), |
1122 | * and the floor is set - we are not going to touch it at |
1120 | * and the floor is set - we are not going to touch it at |
1123 | * this point. |
1121 | * this point. |
1124 | * middle contains the highest visibility face. |
1122 | * middle contains the highest visibility face. |