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Comparing deliantra/server/common/map.C (file contents):
Revision 1.143 by root, Sun May 18 19:53:07 2008 UTC vs.
Revision 1.153 by root, Tue Dec 23 06:58:23 2008 UTC

22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27
28#include "loader.h" 27#include "loader.h"
29
30#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
31 31
32/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
33 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
34 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
35 * 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
260 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 260 for (mapspace *ms = spaces + size (); ms-- > spaces; )
261 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 261 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
262 tmp->flag [flag] = value; 262 tmp->flag [flag] = value;
263} 263}
264 264
265void
266maptile::post_load_original ()
267{
268 if (!spaces)
269 return;
270
271 set_object_flag (FLAG_OBJ_ORIGINAL);
272
273 for (mapspace *ms = spaces + size (); ms-- > spaces; )
274 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
275 INVOKE_OBJECT (RESET, tmp);
276}
277
265/* link_multipart_objects go through all the objects on the map looking 278/* link_multipart_objects go through all the objects on the map looking
266 * for objects whose arch says they are multipart yet according to the 279 * for objects whose arch says they are multipart yet according to the
267 * info we have, they only have the head (as would be expected when 280 * info we have, they only have the head (as would be expected when
268 * they are saved). 281 * they are saved).
269 */ 282 */
701 714
702 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))
703 unique = 1; 716 unique = 1;
704 717
705 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique)) 718 if (op->head_ () == op && (QUERY_FLAG (op, FLAG_UNIQUE) || unique))
706 {
707 op->destroy_inv (false);
708 op->destroy (); 719 op->destroy ();
709 }
710 720
711 op = above; 721 op = above;
712 } 722 }
713 } 723 }
714} 724}
802 812
803 op->flag [FLAG_REMOVED] = true; 813 op->flag [FLAG_REMOVED] = true;
804 814
805 object *head = op->head_ (); 815 object *head = op->head_ ();
806 if (op == head) 816 if (op == head)
807 {
808 op->destroy_inv (false);
809 op->destroy (); 817 op->destroy ();
810 }
811 else if (head->map != op->map) 818 else if (head->map != op->map)
812 { 819 {
813 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 ());
814 head->destroy (); 821 head->destroy ();
815 } 822 }
958/* 965/*
959 * 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.
960 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
961 * 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.
962 * 969 *
963 * 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
964 * 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
965 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
966 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
967 */ 974 */
968int 975int
969maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
970{ 977{
971 long monster_cnt = 0; 978 long monster_cnt = 0;
1056 */ 1063 */
1057void 1064void
1058mapspace::update_ () 1065mapspace::update_ ()
1059{ 1066{
1060 object *last = 0; 1067 object *last = 0;
1061 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1069 sint8 light = 0;
1062 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1070 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1063 1071
1064 //object *middle = 0; 1072 //object *middle = 0;
1065 //object *top = 0; 1073 //object *top = 0;
1066 //object *floor = 0; 1074 //object *floor = 0;
1069 object *&middle = faces_obj[1] = 0; 1077 object *&middle = faces_obj[1] = 0;
1070 object *&floor = faces_obj[2] = 0; 1078 object *&floor = faces_obj[2] = 0;
1071 1079
1072 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1073 { 1081 {
1074 /* This could be made additive I guess (two lights better than 1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1075 * one). But if so, it shouldn't be a simple additive - 2
1076 * light bulbs do not illuminate twice as far as once since
1077 * it is a dissapation factor that is cubed.
1078 */
1079 light = max (light, tmp->glow_radius); 1083 light += tmp->glow_radius;
1080 1084
1081 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1082 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1083 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1084 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1132 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1133 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1134 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1135 } 1139 }
1136 1140
1137 this->light = light; 1141 this->light = min (light, MAX_LIGHT_RADIUS);
1138 this->flags_ = flags; 1142 this->flags_ = flags;
1139 this->move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
1140 this->move_on = move_on; 1144 this->move_on = move_on;
1141 this->move_off = move_off; 1145 this->move_off = move_off;
1142 this->move_slow = move_slow; 1146 this->move_slow = move_slow;
1623maptile::play_sound (faceidx sound, int x, int y) const 1627maptile::play_sound (faceidx sound, int x, int y) const
1624{ 1628{
1625 if (!sound) 1629 if (!sound)
1626 return; 1630 return;
1627 1631
1628 for_all_players (pl) 1632 for_all_players_on_map (pl, this)
1629 if (pl->ob->map == this)
1630 if (client *ns = pl->ns) 1633 if (client *ns = pl->ns)
1631 { 1634 {
1632 int dx = x - pl->ob->x; 1635 int dx = x - pl->ob->x;
1633 int dy = y - pl->ob->y; 1636 int dy = y - pl->ob->y;
1634 1637
1635 int distance = idistance (dx, dy); 1638 int distance = idistance (dx, dy);
1636 1639
1637 if (distance <= MAX_SOUND_DISTANCE) 1640 if (distance <= MAX_SOUND_DISTANCE)
1638 ns->play_sound (sound, dx, dy); 1641 ns->play_sound (sound, dx, dy);
1639 } 1642 }
1640} 1643}
1641 1644

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