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Comparing deliantra/server/common/map.C (file contents):
Revision 1.170 by root, Sun Nov 8 15:11:22 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 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
458maptile::maptile (int w, int h) 443maptile::maptile (int w, int h)
459{ 444{
1028 */ 1013 */
1029void 1014void
1030mapspace::update_ () 1015mapspace::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.

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