--- deliantra/server/common/map.C 2008/05/18 17:52:53 1.142 +++ deliantra/server/common/map.C 2008/12/23 06:58:23 1.153 @@ -24,11 +24,11 @@ #include #include "global.h" - #include "loader.h" - #include "path.h" +sint8 maptile::outdoor_darkness; + /* This rolls up wall, blocks_magic, blocks_view, etc, all into * one function that just returns a P_.. value (see map.h) * it will also do map translation for tiled maps, returning @@ -262,6 +262,19 @@ tmp->flag [flag] = value; } +void +maptile::post_load_original () +{ + if (!spaces) + return; + + set_object_flag (FLAG_OBJ_ORIGINAL); + + for (mapspace *ms = spaces + size (); ms-- > spaces; ) + for (object *tmp = ms->bot; tmp; tmp = tmp->above) + INVOKE_OBJECT (RESET, tmp); +} + /* link_multipart_objects go through all the objects on the map looking * for objects whose arch says they are multipart yet according to the * info we have, they only have the head (as would be expected when @@ -703,10 +716,7 @@ unique = 1; if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) - { - op->destroy_inv (false); - op->destroy (); - } + op->destroy (); op = above; } @@ -804,10 +814,7 @@ object *head = op->head_ (); if (op == head) - { - op->destroy_inv (false); - op->destroy (); - } + op->destroy (); else if (head->map != op->map) { LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); @@ -960,10 +967,10 @@ * difficulty does not have a lot to do with character level, * but does have a lot to do with treasure on the map. * - * Difficulty can now be set by the map creature. If the value stored - * in the map is zero, then use this routine. Maps should really - * have a difficulty set than using this function - human calculation - * is much better than this functions guesswork. + * Difficulty can now be set by the map creator. If the value stored + * in the map is zero, then use this routine. Maps should really + * have a difficulty set rather than using this function - human calculation + * is much better than this function's guesswork. */ int maptile::estimate_difficulty () const @@ -1058,7 +1065,8 @@ mapspace::update_ () { object *last = 0; - uint8 flags = P_UPTODATE, light = 0, anywhere = 0; + uint8 flags = P_UPTODATE, anywhere = 0; + sint8 light = 0; MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; //object *middle = 0; @@ -1071,12 +1079,8 @@ for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) { - /* This could be made additive I guess (two lights better than - * one). But if so, it shouldn't be a simple additive - 2 - * light bulbs do not illuminate twice as far as once since - * it is a dissapation factor that is cubed. - */ - light = max (light, tmp->glow_radius); + // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C) + light += tmp->glow_radius; /* This call is needed in order to update objects the player * is standing in that have animations (ie, grass, fire, etc). @@ -1105,6 +1109,7 @@ middle = tmp; anywhere = 1; } + /* Find the highest visible face around. If equal * visibilities, we still want the one nearer to the * top @@ -1133,7 +1138,7 @@ if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; } - this->light = light; + this->light = min (light, MAX_LIGHT_RADIUS); this->flags_ = flags; this->move_block = move_block & ~move_allow; this->move_on = move_on; @@ -1624,17 +1629,16 @@ if (!sound) return; - for_all_players (pl) - if (pl->ob->map == this) - if (client *ns = pl->ns) - { - int dx = x - pl->ob->x; - int dy = y - pl->ob->y; + for_all_players_on_map (pl, this) + if (client *ns = pl->ns) + { + int dx = x - pl->ob->x; + int dy = y - pl->ob->y; - int distance = idistance (dx, dy); + int distance = idistance (dx, dy); - if (distance <= MAX_SOUND_DISTANCE) - ns->play_sound (sound, dx, dy); - } + if (distance <= MAX_SOUND_DISTANCE) + ns->play_sound (sound, dx, dy); + } }