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 | |
827 | void |
826 | void |
828 | maptile::clear_header () |
827 | maptile::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 | */ |
1596 | object * |
1592 | object * |
1597 | maptile::pick_random_object () const |
1593 | maptile::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 | |
1618 | void |
1614 | void |
1619 | maptile::play_sound (faceidx sound, int x, int y) const |
1615 | maptile::play_sound (faceidx sound, int x, int y) const |
1620 | { |
1616 | { |