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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 1.140 by root, Sun May 4 20:40:52 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 ()
982 981
983 if (QUERY_FLAG (op, FLAG_GENERATOR)) 982 if (QUERY_FLAG (op, FLAG_GENERATOR))
984 { 983 {
985 total_exp += op->stats.exp; 984 total_exp += op->stats.exp;
986 985
987 if (archetype *at = type_to_archetype (GENERATE_TYPE (op))) 986 if (archetype *at = op->other_arch)
987 {
988 total_exp += at->stats.exp * 8; 988 total_exp += at->stats.exp * 8;
989
990 monster_cnt++; 989 monster_cnt++;
990 }
991
992 for (object *inv = op->inv; inv; inv = inv->below)
993 {
994 total_exp += op->stats.exp * 8;
995 monster_cnt++;
996 }
991 } 997 }
992 } 998 }
993 999
994 avgexp = (double) total_exp / monster_cnt; 1000 avgexp = (double) total_exp / monster_cnt;
995 1001
1065 /* This could be made additive I guess (two lights better than 1071 /* This could be made additive I guess (two lights better than
1066 * one). But if so, it shouldn't be a simple additive - 2 1072 * one). But if so, it shouldn't be a simple additive - 2
1067 * light bulbs do not illuminate twice as far as once since 1073 * light bulbs do not illuminate twice as far as once since
1068 * it is a dissapation factor that is cubed. 1074 * it is a dissapation factor that is cubed.
1069 */ 1075 */
1070 if (tmp->glow_radius > light)
1071 light = tmp->glow_radius; 1076 light = max (light, tmp->glow_radius);
1072 1077
1073 /* This call is needed in order to update objects the player 1078 /* This call is needed in order to update objects the player
1074 * is standing in that have animations (ie, grass, fire, etc). 1079 * is standing in that have animations (ie, grass, fire, etc).
1075 * However, it also causes the look window to be re-drawn 1080 * However, it also causes the look window to be re-drawn
1076 * 3 times each time the player moves, because many of the 1081 * 3 times each time the player moves, because many of the
1588 1593
1589 return ::region::default_region (); 1594 return ::region::default_region ();
1590} 1595}
1591 1596
1592/* picks a random object from a style map. 1597/* 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 */ 1598 */
1596object * 1599object *
1597maptile::pick_random_object () const 1600maptile::pick_random_object (rand_gen &gen) const
1598{ 1601{
1599 /* while returning a null object will result in a crash, that 1602 /* while returning a null object will result in a crash, that
1600 * is actually preferable to an infinite loop. That is because 1603 * is actually preferable to an infinite loop. That is because
1601 * most servers will automatically restart in case of crash. 1604 * most servers will automatically restart in case of crash.
1602 * Change the logic on getting the random space - shouldn't make 1605 * Change the logic on getting the random space - shouldn't make
1603 * any difference, but this seems clearer to me. 1606 * any difference, but this seems clearer to me.
1604 */ 1607 */
1605 for (int i = 1000; --i;) 1608 for (int i = 1000; --i;)
1606 { 1609 {
1607 object *pick = at (rndm (width), rndm (height)).bot; 1610 object *pick = at (gen (width), gen (height)).bot;
1608 1611
1609 // do not prefer big monsters just because they are big. 1612 // do not prefer big monsters just because they are big.
1610 if (pick && pick->head_ () == pick) 1613 if (pick && pick->is_head ())
1611 return pick->head_ (); 1614 return pick->head_ ();
1612 } 1615 }
1613 1616
1614 // instead of crashing in the unlikely(?) case, try to return *something* 1617 // instead of crashing in the unlikely(?) case, try to return *something*
1615 return get_archetype ("blocked"); 1618 return archetype::find ("bug");
1616} 1619}
1617 1620
1618void 1621void
1619maptile::play_sound (faceidx sound, int x, int y) const 1622maptile::play_sound (faceidx sound, int x, int y) const
1620{ 1623{

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