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Comparing deliantra/server/common/map.C (file contents):
Revision 1.147 by root, Mon Sep 29 10:20:48 2008 UTC vs.
Revision 1.154 by root, Wed Dec 24 01:37:24 2008 UTC

24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "loader.h" 27#include "loader.h"
28#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
29 31
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
351 ms.flags_ = 0; 353 ms.flags_ = 0;
352 } 354 }
353 else 355 else
354 { 356 {
355 f.parse_warn (format ("object %s out of range", op->debug_desc ())); 357 f.parse_warn (format ("object %s out of range", op->debug_desc ()));
356 op->destroy_inv (false); // be explicit about dropping
357 op->destroy (true); 358 op->destroy ();
358 } 359 }
359 } 360 }
360 361
361 continue; 362 continue;
362 363
713 714
714 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 715 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
715 unique = 1; 716 unique = 1;
716 717
717 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
718 {
719 op->destroy_inv (false);
720 op->destroy (true); 719 op->destroy ();
721 }
722 720
723 op = above; 721 op = above;
724 } 722 }
725 } 723 }
726} 724}
814 812
815 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
816 814
817 object *head = op->head_ (); 815 object *head = op->head_ ();
818 if (op == head) 816 if (op == head)
819 {
820 op->destroy_inv (false);
821 op->destroy (true); 817 op->destroy ();
822 }
823 else if (head->map != op->map) 818 else if (head->map != op->map)
824 { 819 {
825 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); 820 LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ());
826 head->destroy (true); 821 head->destroy ();
827 } 822 }
828 } 823 }
829 824
830 sfree0 (spaces, size ()); 825 sfree0 (spaces, size ());
831 } 826 }
937 destroy = 1; 932 destroy = 1;
938 } 933 }
939 934
940 /* adjust overall chance below */ 935 /* adjust overall chance below */
941 if (destroy && rndm (0, 1)) 936 if (destroy && rndm (0, 1))
942 op->destroy (true); 937 op->destroy ();
943 } 938 }
944} 939}
945 940
946/* 941/*
947 * Updates every button on the map (by calling update_button() for them). 942 * Updates every button on the map (by calling update_button() for them).
970/* 965/*
971 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
972 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
973 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
974 * 969 *
975 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
976 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
977 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
978 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
979 */ 974 */
980int 975int
981maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
982{ 977{
983 long monster_cnt = 0; 978 long monster_cnt = 0;
1028 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1029 */ 1024 */
1030int 1025int
1031maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1032{ 1027{
1033 int new_level = darkness + change;
1034
1035 /* Nothing to do */ 1028 /* Nothing to do */
1036 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1037 return 0; 1030 return 0;
1038 1031
1039 /* inform all players on the map */ 1032 /* inform all players on the map */
1040 if (change > 0) 1033 if (change > 0)
1041 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1042 else 1035 else
1043 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1044 1037
1045 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1046 * we need to be extra careful about negative values.
1047 * In general, the checks below are only needed if change
1048 * is not +/-1
1049 */
1050 if (new_level < 0)
1051 darkness = 0;
1052 else if (new_level >= MAX_DARKNESS)
1053 darkness = MAX_DARKNESS;
1054 else
1055 darkness = new_level;
1056 1039
1057 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1058 update_all_map_los (this); 1041 update_all_map_los (this);
1059 1042
1060 return 1; 1043 return 1;
1068 */ 1051 */
1069void 1052void
1070mapspace::update_ () 1053mapspace::update_ ()
1071{ 1054{
1072 object *last = 0; 1055 object *last = 0;
1073 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1056 uint8 flags = P_UPTODATE, anywhere = 0;
1057 sint8 light = 0;
1074 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1058 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1075 1059
1076 //object *middle = 0; 1060 //object *middle = 0;
1077 //object *top = 0; 1061 //object *top = 0;
1078 //object *floor = 0; 1062 //object *floor = 0;
1081 object *&middle = faces_obj[1] = 0; 1065 object *&middle = faces_obj[1] = 0;
1082 object *&floor = faces_obj[2] = 0; 1066 object *&floor = faces_obj[2] = 0;
1083 1067
1084 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1068 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1085 { 1069 {
1086 /* This could be made additive I guess (two lights better than 1070 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1087 * one). But if so, it shouldn't be a simple additive - 2
1088 * light bulbs do not illuminate twice as far as once since
1089 * it is a dissapation factor that is cubed.
1090 */
1091 light = max (light, tmp->glow_radius); 1071 light += tmp->glow_radius;
1092 1072
1093 /* This call is needed in order to update objects the player 1073 /* This call is needed in order to update objects the player
1094 * is standing in that have animations (ie, grass, fire, etc). 1074 * is standing in that have animations (ie, grass, fire, etc).
1095 * However, it also causes the look window to be re-drawn 1075 * However, it also causes the look window to be re-drawn
1096 * 3 times each time the player moves, because many of the 1076 * 3 times each time the player moves, because many of the
1144 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1124 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1145 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1125 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1146 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1126 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1147 } 1127 }
1148 1128
1149 this->light = light; 1129 this->light = min (light, MAX_LIGHT_RADIUS);
1150 this->flags_ = flags; 1130 this->flags_ = flags;
1151 this->move_block = move_block & ~move_allow; 1131 this->move_block = move_block & ~move_allow;
1152 this->move_on = move_on; 1132 this->move_on = move_on;
1153 this->move_off = move_off; 1133 this->move_off = move_off;
1154 this->move_slow = move_slow; 1134 this->move_slow = move_slow;
1635maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::play_sound (faceidx sound, int x, int y) const
1636{ 1616{
1637 if (!sound) 1617 if (!sound)
1638 return; 1618 return;
1639 1619
1640 for_all_players (pl) 1620 for_all_players_on_map (pl, this)
1641 if (pl->ob->map == this)
1642 if (client *ns = pl->ns) 1621 if (client *ns = pl->ns)
1643 { 1622 {
1644 int dx = x - pl->ob->x; 1623 int dx = x - pl->ob->x;
1645 int dy = y - pl->ob->y; 1624 int dy = y - pl->ob->y;
1646 1625
1647 int distance = idistance (dx, dy); 1626 int distance = idistance (dx, dy);
1648 1627
1649 if (distance <= MAX_SOUND_DISTANCE) 1628 if (distance <= MAX_SOUND_DISTANCE)
1650 ns->play_sound (sound, dx, dy); 1629 ns->play_sound (sound, dx, dy);
1651 } 1630 }
1652} 1631}
1653 1632

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