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Comparing deliantra/server/common/map.C (file contents):
Revision 1.149 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.153 by root, Tue Dec 23 06:58:23 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
963/* 965/*
964 * 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.
965 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
966 * 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.
967 * 969 *
968 * 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
969 * 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
970 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
971 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
972 */ 974 */
973int 975int
974maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
975{ 977{
976 long monster_cnt = 0; 978 long monster_cnt = 0;
1061 */ 1063 */
1062void 1064void
1063mapspace::update_ () 1065mapspace::update_ ()
1064{ 1066{
1065 object *last = 0; 1067 object *last = 0;
1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1068 uint8 flags = P_UPTODATE, anywhere = 0;
1069 sint8 light = 0;
1067 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;
1068 1071
1069 //object *middle = 0; 1072 //object *middle = 0;
1070 //object *top = 0; 1073 //object *top = 0;
1071 //object *floor = 0; 1074 //object *floor = 0;
1074 object *&middle = faces_obj[1] = 0; 1077 object *&middle = faces_obj[1] = 0;
1075 object *&floor = faces_obj[2] = 0; 1078 object *&floor = faces_obj[2] = 0;
1076 1079
1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1080 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1078 { 1081 {
1079 /* This could be made additive I guess (two lights better than 1082 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1080 * one). But if so, it shouldn't be a simple additive - 2
1081 * light bulbs do not illuminate twice as far as once since
1082 * it is a dissapation factor that is cubed.
1083 */
1084 light = max (light, tmp->glow_radius); 1083 light += tmp->glow_radius;
1085 1084
1086 /* This call is needed in order to update objects the player 1085 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1086 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1087 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1088 * 3 times each time the player moves, because many of the
1137 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1136 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1138 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1137 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1139 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1138 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1140 } 1139 }
1141 1140
1142 this->light = light; 1141 this->light = min (light, MAX_LIGHT_RADIUS);
1143 this->flags_ = flags; 1142 this->flags_ = flags;
1144 this->move_block = move_block & ~move_allow; 1143 this->move_block = move_block & ~move_allow;
1145 this->move_on = move_on; 1144 this->move_on = move_on;
1146 this->move_off = move_off; 1145 this->move_off = move_off;
1147 this->move_slow = move_slow; 1146 this->move_slow = move_slow;
1628maptile::play_sound (faceidx sound, int x, int y) const 1627maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1628{
1630 if (!sound) 1629 if (!sound)
1631 return; 1630 return;
1632 1631
1633 for_all_players (pl) 1632 for_all_players_on_map (pl, this)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns) 1633 if (client *ns = pl->ns)
1636 { 1634 {
1637 int dx = x - pl->ob->x; 1635 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y; 1636 int dy = y - pl->ob->y;
1639 1637
1640 int distance = idistance (dx, dy); 1638 int distance = idistance (dx, dy);
1641 1639
1642 if (distance <= MAX_SOUND_DISTANCE) 1640 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy); 1641 ns->play_sound (sound, dx, dy);
1644 } 1642 }
1645} 1643}
1646 1644

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