ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/map.C
(Generate patch)

Comparing deliantra/server/common/map.C (file contents):
Revision 1.90 by root, Fri Feb 16 22:21:46 2007 UTC vs.
Revision 1.93 by root, Sun Mar 11 02:12:44 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 facetile *top, *floor, *middle; 1080 faceidx top, floor, middle;
1081 object *top_obj, *floor_obj, *middle_obj; 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; 1082 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1083 1083
1084 middle = blank_face; 1084 middle = blank_face;
1085 top = blank_face; 1085 top = blank_face;
1134 } 1134 }
1135 /* Find the highest visible face around. If equal 1135 /* Find the highest visible face around. If equal
1136 * visibilities, we still want the one nearer to the 1136 * visibilities, we still want the one nearer to the
1137 * top 1137 * top
1138 */ 1138 */
1139 else if (middle == blank_face || (tmp->face->visibility > middle->visibility && !anywhere)) 1139 else if (middle == blank_face || (::faces [tmp->face].visibility > ::faces [middle].visibility && !anywhere))
1140 { 1140 {
1141 middle = tmp->face; 1141 middle = tmp->face;
1142 middle_obj = tmp; 1142 middle_obj = tmp;
1143 } 1143 }
1144 } 1144 }
1669 return default_region; 1669 return default_region;
1670 1670
1671 return ::region::default_region (); 1671 return ::region::default_region ();
1672} 1672}
1673 1673
1674/* picks a random object from a style map.
1675 * Redone by MSW so it should be faster and not use static
1676 * variables to generate tables.
1677 */
1678object *
1679maptile::pick_random_object () const
1680{
1681 /* while returning a null object will result in a crash, that
1682 * is actually preferable to an infinite loop. That is because
1683 * most servers will automatically restart in case of crash.
1684 * Change the logic on getting the random space - shouldn't make
1685 * any difference, but this seems clearer to me.
1686 */
1687 for (int i = 1000; --i;)
1688 {
1689 object *pick = at (rndm (width), rndm (height)).bot;
1674 1690
1691 // do not prefer big monsters just because they are big.
1692 if (pick && pick->head_ () == pick)
1693 return pick->head_ ();
1694 }
1695
1696 // instead of crashing in the unlikely(?) case, try to return *something*
1697 return get_archetype ("blocked");
1698}
1699

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines