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Comparing deliantra/server/common/map.C (file contents):
Revision 1.134 by root, Tue Apr 15 14:21:04 2008 UTC vs.
Revision 1.138 by root, Sun May 4 14:12:37 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
22 */ 22 */
23 23
24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "funcpoint.h"
28 27
29#include "loader.h" 28#include "loader.h"
30 29
31#include "path.h" 30#include "path.h"
32 31
245 244
246 insert_ob_in_ob (tmp, container); 245 insert_ob_in_ob (tmp, container);
247 tmp = next; 246 tmp = next;
248 } 247 }
249 248
250 /* sum_weight will go through and calculate what all the containers are 249 // go through and calculate what all the containers are carrying.
251 * carrying. 250 //TODO: remove
252 */ 251 container->update_weight ();
253 sum_weight (container);
254} 252}
255 253
256void 254void
257maptile::set_object_flag (int flag, int value) 255maptile::set_object_flag (int flag, int value)
258{ 256{
314 switch (f.kw) 312 switch (f.kw)
315 { 313 {
316 case KW_arch: 314 case KW_arch:
317 if (object *op = object::read (f, this)) 315 if (object *op = object::read (f, this))
318 { 316 {
317 // TODO: why?
319 if (op->inv) 318 if (op->inv)
320 sum_weight (op); 319 op->update_weight ();
321 320
322 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height)) 321 if (IN_RANGE_EXC (op->x, 0, width) && IN_RANGE_EXC (op->y, 0, height))
323 { 322 {
324 // we insert manually because 323 // we insert manually because
325 // a) its way faster 324 // a) its way faster
812 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 ());
813 head->destroy (); 812 head->destroy ();
814 } 813 }
815 } 814 }
816 815
817 sfree (spaces, size ()), spaces = 0; 816 sfree0 (spaces, size ());
818 } 817 }
819 818
820 if (buttons) 819 if (buttons)
821 free_objectlinkpt (buttons), buttons = 0; 820 free_objectlinkpt (buttons), buttons = 0;
822 821
823 sfree (regions, size ()); regions = 0; 822 sfree0 (regions, size ());
824 delete [] regionmap; regionmap = 0; 823 delete [] regionmap; regionmap = 0;
825} 824}
826 825
827void 826void
828maptile::clear_header () 827maptile::clear_header ()
1588 1587
1589 return ::region::default_region (); 1588 return ::region::default_region ();
1590} 1589}
1591 1590
1592/* picks a random object from a style map. 1591/* picks a random object from a style map.
1593 * Redone by MSW so it should be faster and not use static
1594 * variables to generate tables.
1595 */ 1592 */
1596object * 1593object *
1597maptile::pick_random_object () const 1594maptile::pick_random_object (rand_gen &gen) const
1598{ 1595{
1599 /* while returning a null object will result in a crash, that 1596 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1597 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1598 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1599 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1600 * any difference, but this seems clearer to me.
1604 */ 1601 */
1605 for (int i = 1000; --i;) 1602 for (int i = 1000; --i;)
1606 { 1603 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1604 object *pick = at (gen (width), gen (height)).bot;
1608 1605
1609 // do not prefer big monsters just because they are big. 1606 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1607 if (pick && pick->is_head ())
1611 return pick->head_ (); 1608 return pick->head_ ();
1612 } 1609 }
1613 1610
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1611 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1612 return archetype::find ("bug");
1616} 1613}
1617 1614
1618void 1615void
1619maptile::play_sound (faceidx sound, int x, int y) const 1616maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1617{

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