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/cvs/deliantra/server/common/map.C
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Comparing deliantra/server/common/map.C (file contents):
Revision 1.222 by root, Sat Dec 1 20:22:12 2018 UTC vs.
Revision 1.223 by root, Wed Dec 5 19:03:26 2018 UTC

406 406
407 for (object *op = spaces [i].bot; op; op = op->above) 407 for (object *op = spaces [i].bot; op; op = op->above)
408 { 408 {
409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR]; 409 unique |= op->flag [FLAG_UNIQUE] && op->flag [FLAG_IS_FLOOR];
410 410
411 if (expect_false (!op->can_map_save ())) 411 if (ecb_expect_false (!op->can_map_save ()))
412 continue; 412 continue;
413 413
414 if (expect_false (unique || op->flag [FLAG_UNIQUE])) 414 if (ecb_expect_false (unique || op->flag [FLAG_UNIQUE]))
415 { 415 {
416 if (flags & IO_UNIQUES) 416 if (flags & IO_UNIQUES)
417 op->write (f); 417 op->write (f);
418 } 418 }
419 else if (expect_true (flags & IO_OBJECTS)) 419 else if (ecb_expect_true (flags & IO_OBJECTS))
420 op->write (f); 420 op->write (f);
421 } 421 }
422 } 422 }
423 423
424 coroapi::cede_to_tick (); 424 coroapi::cede_to_tick ();
1059 * 3 times each time the player moves, because many of the 1059 * 3 times each time the player moves, because many of the
1060 * functions the move_player calls eventualy call this. 1060 * functions the move_player calls eventualy call this.
1061 * 1061 *
1062 * Always put the player down for drawing. 1062 * Always put the player down for drawing.
1063 */ 1063 */
1064 if (expect_true (!tmp->invisible)) 1064 if (ecb_expect_true (!tmp->invisible))
1065 { 1065 {
1066 if (expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) 1066 if (ecb_expect_false (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
1067 top = tmp; 1067 top = tmp;
1068 else if (expect_false (tmp->flag [FLAG_IS_FLOOR])) 1068 else if (ecb_expect_false (tmp->flag [FLAG_IS_FLOOR]))
1069 { 1069 {
1070 /* If we got a floor, that means middle and top were below it, 1070 /* If we got a floor, that means middle and top were below it,
1071 * so should not be visible, so we clear them. 1071 * so should not be visible, so we clear them.
1072 */ 1072 */
1073 middle = 0; 1073 middle = 0;
1076 volume = 0; 1076 volume = 0;
1077 items = 0; 1077 items = 0;
1078 } 1078 }
1079 else 1079 else
1080 { 1080 {
1081 if (expect_true (!tmp->flag [FLAG_NO_PICK])) 1081 if (ecb_expect_true (!tmp->flag [FLAG_NO_PICK]))
1082 { 1082 {
1083 ++items; 1083 ++items;
1084 volume += tmp->volume (); 1084 volume += tmp->volume ();
1085 } 1085 }
1086 1086
1087 /* Flag anywhere have high priority */ 1087 /* Flag anywhere have high priority */
1088 if (expect_false (tmp->flag [FLAG_SEE_ANYWHERE])) 1088 if (ecb_expect_false (tmp->flag [FLAG_SEE_ANYWHERE]))
1089 anywhere = tmp; 1089 anywhere = tmp;
1090 1090
1091 /* Find the highest visible face around. If equal 1091 /* Find the highest visible face around. If equal
1092 * visibilities, we still want the one nearer to the 1092 * visibilities, we still want the one nearer to the
1093 * top 1093 * top
1094 */ 1094 */
1095 if (expect_false (::faces [tmp->face].visibility >= middle_visibility)) 1095 if (ecb_expect_false (::faces [tmp->face].visibility >= middle_visibility))
1096 { 1096 {
1097 middle_visibility = ::faces [tmp->face].visibility; 1097 middle_visibility = ::faces [tmp->face].visibility;
1098 middle = tmp; 1098 middle = tmp;
1099 } 1099 }
1100 } 1100 }

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