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22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <unistd.h> |
24 | #include <unistd.h> |
25 | |
25 | |
26 | #include "global.h" |
26 | #include "global.h" |
27 | |
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|
28 | #include "loader.h" |
27 | #include "loader.h" |
29 | |
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|
30 | #include "path.h" |
28 | #include "path.h" |
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29 | |
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30 | sint8 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 |
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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 | |
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265 | void |
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266 | maptile::post_load_original () |
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267 | { |
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268 | if (!spaces) |
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269 | return; |
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270 | |
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271 | set_object_flag (FLAG_OBJ_ORIGINAL); |
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272 | |
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273 | for (mapspace *ms = spaces + size (); ms-- > spaces; ) |
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274 | for (object *tmp = ms->bot; tmp; tmp = tmp->above) |
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275 | INVOKE_OBJECT (RESET, tmp); |
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276 | } |
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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 | */ |
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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 | { |
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|
707 | op->destroy_inv (false); |
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|
708 | op->destroy (); |
719 | op->destroy (); |
709 | } |
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710 | |
720 | |
711 | op = above; |
721 | op = above; |
712 | } |
722 | } |
713 | } |
723 | } |
714 | } |
724 | } |
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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 | { |
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|
808 | op->destroy_inv (false); |
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809 | op->destroy (); |
817 | op->destroy (); |
810 | } |
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|
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 | } |
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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 | */ |
968 | int |
975 | int |
969 | maptile::estimate_difficulty () const |
976 | maptile::estimate_difficulty () const |
970 | { |
977 | { |
971 | long monster_cnt = 0; |
978 | long monster_cnt = 0; |
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1056 | */ |
1063 | */ |
1057 | void |
1064 | void |
1058 | mapspace::update_ () |
1065 | mapspace::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; |
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|
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; |
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… | |
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 |
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|
1076 | * light bulbs do not illuminate twice as far as once since |
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|
1077 | * it is a dissapation factor that is cubed. |
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|
1078 | */ |
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|
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 |
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… | |
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; |
… | |
… | |
1623 | maptile::play_sound (faceidx sound, int x, int y) const |
1627 | maptile::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) |
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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 | |