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/cvs/deliantra/server/common/map.C
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Comparing deliantra/server/common/map.C (file contents):
Revision 1.93 by root, Sun Mar 11 02:12:44 2007 UTC vs.
Revision 1.94 by root, Mon Mar 12 01:13:10 2007 UTC

1075void 1075void
1076mapspace::update_ () 1076mapspace::update_ ()
1077{ 1077{
1078 object *tmp, *last = 0; 1078 object *tmp, *last = 0;
1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1079 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1080 faceidx top, floor, middle;
1081 object *top_obj, *floor_obj, *middle_obj;
1082 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1080 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1083 1081
1084 middle = blank_face; 1082 //object *middle = 0;
1085 top = blank_face; 1083 //object *top = 0;
1086 floor = blank_face; 1084 //object *floor = 0;
1087 1085 // this seems to generate better code than using locals, above
1088 middle_obj = 0; 1086 object *&top = faces_obj[0];
1089 top_obj = 0; 1087 object *&middle = faces_obj[1];
1090 floor_obj = 0; 1088 object *&floor = faces_obj[2];
1091 1089
1092 for (tmp = bot; tmp; last = tmp, tmp = tmp->above) 1090 for (tmp = bot; tmp; last = tmp, tmp = tmp->above)
1093 { 1091 {
1094 /* This could be made additive I guess (two lights better than 1092 /* This could be made additive I guess (two lights better than
1095 * one). But if so, it shouldn't be a simple additive - 2 1093 * one). But if so, it shouldn't be a simple additive - 2
1108 * Always put the player down for drawing. 1106 * Always put the player down for drawing.
1109 */ 1107 */
1110 if (!tmp->invisible) 1108 if (!tmp->invisible)
1111 { 1109 {
1112 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 1110 if ((tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
1113 {
1114 top = tmp->face;
1115 top_obj = tmp; 1111 top = tmp;
1116 }
1117 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1112 else if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1118 { 1113 {
1119 /* If we got a floor, that means middle and top were below it, 1114 /* If we got a floor, that means middle and top were below it,
1120 * so should not be visible, so we clear them. 1115 * so should not be visible, so we clear them.
1121 */ 1116 */
1122 middle = blank_face; 1117 middle = 0;
1123 top = blank_face; 1118 top = 0;
1124 floor = tmp->face;
1125 floor_obj = tmp; 1119 floor = tmp;
1126 } 1120 }
1127 /* Flag anywhere have high priority */ 1121 /* Flag anywhere have high priority */
1128 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE)) 1122 else if (QUERY_FLAG (tmp, FLAG_SEE_ANYWHERE))
1129 { 1123 {
1130 middle = tmp->face;
1131
1132 middle_obj = tmp; 1124 middle = tmp;
1133 anywhere = 1; 1125 anywhere = 1;
1134 } 1126 }
1135 /* Find the highest visible face around. If equal 1127 /* Find the highest visible face around. If equal
1136 * visibilities, we still want the one nearer to the 1128 * visibilities, we still want the one nearer to the
1137 * top 1129 * top
1138 */ 1130 */
1139 else if (middle == blank_face || (::faces [tmp->face].visibility > ::faces [middle].visibility && !anywhere)) 1131 else if (!middle || (::faces [tmp->face].visibility > ::faces [middle->face].visibility && !anywhere))
1140 {
1141 middle = tmp->face;
1142 middle_obj = tmp; 1132 middle = tmp;
1143 }
1144 } 1133 }
1145 1134
1146 if (tmp == tmp->above) 1135 if (tmp == tmp->above)
1147 { 1136 {
1148 LOG (llevError, "Error in structure of map\n"); 1137 LOG (llevError, "Error in structure of map\n");
1183 * middle face. This should not happen, as we already have the 1172 * middle face. This should not happen, as we already have the
1184 * else statement above so middle should not get set. OTOH, it 1173 * else statement above so middle should not get set. OTOH, it
1185 * may be possible for the faces to match but be different objects. 1174 * may be possible for the faces to match but be different objects.
1186 */ 1175 */
1187 if (top == middle) 1176 if (top == middle)
1188 middle = blank_face; 1177 middle = 0;
1189 1178
1190 /* There are three posibilities at this point: 1179 /* There are three posibilities at this point:
1191 * 1) top face is set, need middle to be set. 1180 * 1) top face is set, need middle to be set.
1192 * 2) middle is set, need to set top. 1181 * 2) middle is set, need to set top.
1193 * 3) neither middle or top is set - need to set both. 1182 * 3) neither middle or top is set - need to set both.
1198 /* Once we get to a floor, stop, since we already have a floor object */ 1187 /* Once we get to a floor, stop, since we already have a floor object */
1199 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1188 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1200 break; 1189 break;
1201 1190
1202 /* If two top faces are already set, quit processing */ 1191 /* If two top faces are already set, quit processing */
1203 if ((top != blank_face) && (middle != blank_face)) 1192 if (top && middle)
1204 break; 1193 break;
1205 1194
1206 /* Only show visible faces */ 1195 /* Only show visible faces */
1207 if (!tmp->invisible) 1196 if (!tmp->invisible)
1208 { 1197 {
1209 /* Fill in top if needed */ 1198 /* Fill in top if needed */
1210 if (top == blank_face) 1199 if (!top)
1211 { 1200 {
1212 top = tmp->face;
1213 top_obj = tmp; 1201 top = tmp;
1214 if (top == middle) 1202 if (top == middle)
1215 middle = blank_face; 1203 middle = 0;
1216 } 1204 }
1217 else 1205 else
1218 { 1206 {
1219 /* top is already set - we should only get here if 1207 /* top is already set - we should only get here if
1220 * middle is not set 1208 * middle is not set
1221 * 1209 *
1222 * Set the middle face and break out, since there is nothing 1210 * Set the middle face and break out, since there is nothing
1223 * more to fill in. We don't check visiblity here, since 1211 * more to fill in. We don't check visiblity here, since
1224 * 1212 *
1225 */ 1213 */
1226 if (tmp->face != top) 1214 if (tmp != top)
1227 { 1215 {
1228 middle = tmp->face;
1229 middle_obj = tmp; 1216 middle = tmp;
1230 break; 1217 break;
1231 } 1218 }
1232 } 1219 }
1233 } 1220 }
1234 } 1221 }
1235 1222
1236 if (middle == floor) 1223 if (middle == floor)
1237 middle = blank_face; 1224 middle = 0;
1238 1225
1239 if (top == middle) 1226 if (top == middle)
1240 middle = blank_face; 1227 middle = 0;
1241 1228
1242 faces [0] = top; faces_obj [0] = top != blank_face ? top_obj : 0; 1229#if 0
1243 faces [1] = middle; faces_obj [1] = middle != blank_face ? middle_obj : 0; 1230 faces_obj [0] = top;
1244 faces [2] = floor; faces_obj [2] = floor != blank_face ? floor_obj : 0; 1231 faces_obj [1] = middle;
1232 faces_obj [2] = floor;
1233#endif
1245} 1234}
1246 1235
1247uint64 1236uint64
1248mapspace::volume () const 1237mapspace::volume () const
1249{ 1238{

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