… | |
… | |
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 | } |