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/cvs/deliantra/server/common/map.C
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Comparing deliantra/server/common/map.C (file contents):
Revision 1.149 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.151 by root, Tue Dec 23 00:39:48 2008 UTC

1061 */ 1061 */
1062void 1062void
1063mapspace::update_ () 1063mapspace::update_ ()
1064{ 1064{
1065 object *last = 0; 1065 object *last = 0;
1066 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1066 uint8 flags = P_UPTODATE, anywhere = 0;
1067 sint8 light = 0;
1067 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1068 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1068 1069
1069 //object *middle = 0; 1070 //object *middle = 0;
1070 //object *top = 0; 1071 //object *top = 0;
1071 //object *floor = 0; 1072 //object *floor = 0;
1074 object *&middle = faces_obj[1] = 0; 1075 object *&middle = faces_obj[1] = 0;
1075 object *&floor = faces_obj[2] = 0; 1076 object *&floor = faces_obj[2] = 0;
1076 1077
1077 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above) 1078 for (object *tmp = bot; tmp; last = tmp, tmp = tmp->above)
1078 { 1079 {
1079 /* This could be made additive I guess (two lights better than 1080 // Lights are additive, up to MAX_LIGHT_RADIUS, see los.C)
1080 * one). But if so, it shouldn't be a simple additive - 2
1081 * light bulbs do not illuminate twice as far as once since
1082 * it is a dissapation factor that is cubed.
1083 */
1084 light = max (light, tmp->glow_radius); 1081 light += tmp->glow_radius;
1085 1082
1086 /* This call is needed in order to update objects the player 1083 /* This call is needed in order to update objects the player
1087 * is standing in that have animations (ie, grass, fire, etc). 1084 * is standing in that have animations (ie, grass, fire, etc).
1088 * However, it also causes the look window to be re-drawn 1085 * However, it also causes the look window to be re-drawn
1089 * 3 times each time the player moves, because many of the 1086 * 3 times each time the player moves, because many of the
1137 if (tmp->type == SAFE_GROUND) flags |= P_SAFE; 1134 if (tmp->type == SAFE_GROUND) flags |= P_SAFE;
1138 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE; 1135 if (QUERY_FLAG (tmp, FLAG_ALIVE)) flags |= P_IS_ALIVE;
1139 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC; 1136 if (QUERY_FLAG (tmp, FLAG_DAMNED)) flags |= P_NO_CLERIC;
1140 } 1137 }
1141 1138
1142 this->light = light; 1139 this->light = min (light, MAX_LIGHT_RADIUS);
1143 this->flags_ = flags; 1140 this->flags_ = flags;
1144 this->move_block = move_block & ~move_allow; 1141 this->move_block = move_block & ~move_allow;
1145 this->move_on = move_on; 1142 this->move_on = move_on;
1146 this->move_off = move_off; 1143 this->move_off = move_off;
1147 this->move_slow = move_slow; 1144 this->move_slow = move_slow;
1628maptile::play_sound (faceidx sound, int x, int y) const 1625maptile::play_sound (faceidx sound, int x, int y) const
1629{ 1626{
1630 if (!sound) 1627 if (!sound)
1631 return; 1628 return;
1632 1629
1633 for_all_players (pl) 1630 for_all_players_on_map (pl, this)
1634 if (pl->ob->map == this)
1635 if (client *ns = pl->ns) 1631 if (client *ns = pl->ns)
1636 { 1632 {
1637 int dx = x - pl->ob->x; 1633 int dx = x - pl->ob->x;
1638 int dy = y - pl->ob->y; 1634 int dy = y - pl->ob->y;
1639 1635
1640 int distance = idistance (dx, dy); 1636 int distance = idistance (dx, dy);
1641 1637
1642 if (distance <= MAX_SOUND_DISTANCE) 1638 if (distance <= MAX_SOUND_DISTANCE)
1643 ns->play_sound (sound, dx, dy); 1639 ns->play_sound (sound, dx, dy);
1644 } 1640 }
1645} 1641}
1646 1642

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