… | |
… | |
811 | LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); |
811 | LOG (llevDebug, "bad luck for object crossing map borders: %s", head->debug_desc ()); |
812 | head->destroy (); |
812 | head->destroy (); |
813 | } |
813 | } |
814 | } |
814 | } |
815 | |
815 | |
816 | sfree (spaces, size ()), spaces = 0; |
816 | sfree0 (spaces, size ()); |
817 | } |
817 | } |
818 | |
818 | |
819 | if (buttons) |
819 | if (buttons) |
820 | free_objectlinkpt (buttons), buttons = 0; |
820 | free_objectlinkpt (buttons), buttons = 0; |
821 | |
821 | |
822 | sfree (regions, size ()); regions = 0; |
822 | sfree0 (regions, size ()); |
823 | delete [] regionmap; regionmap = 0; |
823 | delete [] regionmap; regionmap = 0; |
824 | } |
824 | } |
825 | |
825 | |
826 | void |
826 | void |
827 | maptile::clear_header () |
827 | maptile::clear_header () |
… | |
… | |
981 | |
981 | |
982 | if (QUERY_FLAG (op, FLAG_GENERATOR)) |
982 | if (QUERY_FLAG (op, FLAG_GENERATOR)) |
983 | { |
983 | { |
984 | total_exp += op->stats.exp; |
984 | total_exp += op->stats.exp; |
985 | |
985 | |
986 | if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) |
986 | if (archetype *at = op->other_arch) |
|
|
987 | { |
987 | total_exp += at->stats.exp * 8; |
988 | total_exp += at->stats.exp * 8; |
988 | |
|
|
989 | monster_cnt++; |
989 | monster_cnt++; |
|
|
990 | } |
|
|
991 | |
|
|
992 | for (object *inv = op->inv; inv; inv = inv->below) |
|
|
993 | { |
|
|
994 | total_exp += op->stats.exp * 8; |
|
|
995 | monster_cnt++; |
|
|
996 | } |
990 | } |
997 | } |
991 | } |
998 | } |
992 | |
999 | |
993 | avgexp = (double) total_exp / monster_cnt; |
1000 | avgexp = (double) total_exp / monster_cnt; |
994 | |
1001 | |
… | |
… | |
1064 | /* This could be made additive I guess (two lights better than |
1071 | /* This could be made additive I guess (two lights better than |
1065 | * one). But if so, it shouldn't be a simple additive - 2 |
1072 | * one). But if so, it shouldn't be a simple additive - 2 |
1066 | * light bulbs do not illuminate twice as far as once since |
1073 | * light bulbs do not illuminate twice as far as once since |
1067 | * it is a dissapation factor that is cubed. |
1074 | * it is a dissapation factor that is cubed. |
1068 | */ |
1075 | */ |
1069 | if (tmp->glow_radius > light) |
|
|
1070 | light = tmp->glow_radius; |
1076 | light = max (light, tmp->glow_radius); |
1071 | |
1077 | |
1072 | /* This call is needed in order to update objects the player |
1078 | /* This call is needed in order to update objects the player |
1073 | * is standing in that have animations (ie, grass, fire, etc). |
1079 | * is standing in that have animations (ie, grass, fire, etc). |
1074 | * However, it also causes the look window to be re-drawn |
1080 | * However, it also causes the look window to be re-drawn |
1075 | * 3 times each time the player moves, because many of the |
1081 | * 3 times each time the player moves, because many of the |
… | |
… | |
1587 | |
1593 | |
1588 | return ::region::default_region (); |
1594 | return ::region::default_region (); |
1589 | } |
1595 | } |
1590 | |
1596 | |
1591 | /* picks a random object from a style map. |
1597 | /* picks a random object from a style map. |
1592 | * Redone by MSW so it should be faster and not use static |
|
|
1593 | * variables to generate tables. |
|
|
1594 | */ |
1598 | */ |
1595 | object * |
1599 | object * |
1596 | maptile::pick_random_object () const |
1600 | maptile::pick_random_object (rand_gen &gen) const |
1597 | { |
1601 | { |
1598 | /* while returning a null object will result in a crash, that |
1602 | /* while returning a null object will result in a crash, that |
1599 | * is actually preferable to an infinite loop. That is because |
1603 | * is actually preferable to an infinite loop. That is because |
1600 | * most servers will automatically restart in case of crash. |
1604 | * most servers will automatically restart in case of crash. |
1601 | * Change the logic on getting the random space - shouldn't make |
1605 | * Change the logic on getting the random space - shouldn't make |
1602 | * any difference, but this seems clearer to me. |
1606 | * any difference, but this seems clearer to me. |
1603 | */ |
1607 | */ |
1604 | for (int i = 1000; --i;) |
1608 | for (int i = 1000; --i;) |
1605 | { |
1609 | { |
1606 | object *pick = at (rndm (width), rndm (height)).bot; |
1610 | object *pick = at (gen (width), gen (height)).bot; |
1607 | |
1611 | |
1608 | // do not prefer big monsters just because they are big. |
1612 | // do not prefer big monsters just because they are big. |
1609 | if (pick && pick->head_ () == pick) |
1613 | if (pick && pick->is_head ()) |
1610 | return pick->head_ (); |
1614 | return pick->head_ (); |
1611 | } |
1615 | } |
1612 | |
1616 | |
1613 | // instead of crashing in the unlikely(?) case, try to return *something* |
1617 | // instead of crashing in the unlikely(?) case, try to return *something* |
1614 | return get_archetype ("blocked"); |
1618 | return archetype::find ("bug"); |
1615 | } |
1619 | } |
1616 | |
1620 | |
1617 | void |
1621 | void |
1618 | maptile::play_sound (faceidx sound, int x, int y) const |
1622 | maptile::play_sound (faceidx sound, int x, int y) const |
1619 | { |
1623 | { |