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Comparing deliantra/server/common/map.C (file contents):
Revision 1.135 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.139 by root, Sun May 4 19:14:23 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
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 ()
1065 /* This could be made additive I guess (two lights better than 1064 /* This could be made additive I guess (two lights better than
1066 * one). But if so, it shouldn't be a simple additive - 2 1065 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since 1066 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed. 1067 * it is a dissapation factor that is cubed.
1069 */ 1068 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1069 light = max (light, tmp->glow_radius);
1072 1070
1073 /* This call is needed in order to update objects the player 1071 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1072 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1073 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1074 * 3 times each time the player moves, because many of the
1588 1586
1589 return ::region::default_region (); 1587 return ::region::default_region ();
1590} 1588}
1591 1589
1592/* picks a random object from a style map. 1590/* 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 */ 1591 */
1596object * 1592object *
1597maptile::pick_random_object () const 1593maptile::pick_random_object (rand_gen &gen) const
1598{ 1594{
1599 /* while returning a null object will result in a crash, that 1595 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1596 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1597 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1598 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1599 * any difference, but this seems clearer to me.
1604 */ 1600 */
1605 for (int i = 1000; --i;) 1601 for (int i = 1000; --i;)
1606 { 1602 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1603 object *pick = at (gen (width), gen (height)).bot;
1608 1604
1609 // do not prefer big monsters just because they are big. 1605 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1606 if (pick && pick->is_head ())
1611 return pick->head_ (); 1607 return pick->head_ ();
1612 } 1608 }
1613 1609
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1610 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1611 return archetype::find ("bug");
1616} 1612}
1617 1613
1618void 1614void
1619maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1616{

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