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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" |
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29 | |
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30 | sint8 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 |
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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 | */ |
973 | int |
975 | int |
974 | maptile::estimate_difficulty () const |
976 | maptile::estimate_difficulty () const |
975 | { |
977 | { |
976 | long monster_cnt = 0; |
978 | long monster_cnt = 0; |
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1061 | */ |
1063 | */ |
1062 | void |
1064 | void |
1063 | mapspace::update_ () |
1065 | mapspace::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; |
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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; |
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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 |
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1081 | * light bulbs do not illuminate twice as far as once since |
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1082 | * it is a dissapation factor that is cubed. |
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1083 | */ |
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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 |
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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; |
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1628 | maptile::play_sound (faceidx sound, int x, int y) const |
1627 | maptile::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) |
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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 | |