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Comparing deliantra/server/common/map.C (file contents):
Revision 1.150 by root, Thu Dec 4 03:48:19 2008 UTC vs.
Revision 1.154 by root, Wed Dec 24 01:37:24 2008 UTC

24#include <unistd.h> 24#include <unistd.h>
25 25
26#include "global.h" 26#include "global.h"
27#include "loader.h" 27#include "loader.h"
28#include "path.h" 28#include "path.h"
29
30sint8 maptile::outdoor_darkness;
29 31
30/* This rolls up wall, blocks_magic, blocks_view, etc, all into 32/* This rolls up wall, blocks_magic, blocks_view, etc, all into
31 * one function that just returns a P_.. value (see map.h) 33 * one function that just returns a P_.. value (see map.h)
32 * it will also do map translation for tiled maps, returning 34 * it will also do map translation for tiled maps, returning
33 * new values into newmap, nx, and ny. Any and all of those 35 * new values into newmap, nx, and ny. Any and all of those
963/* 965/*
964 * This routine is supposed to find out the difficulty of the map. 966 * This routine is supposed to find out the difficulty of the map.
965 * difficulty does not have a lot to do with character level, 967 * difficulty does not have a lot to do with character level,
966 * but does have a lot to do with treasure on the map. 968 * but does have a lot to do with treasure on the map.
967 * 969 *
968 * Difficulty can now be set by the map creature. If the value stored 970 * Difficulty can now be set by the map creator. If the value stored
969 * in the map is zero, then use this routine. Maps should really 971 * in the map is zero, then use this routine. Maps should really
970 * have a difficulty set than using this function - human calculation 972 * have a difficulty set rather than using this function - human calculation
971 * is much better than this functions guesswork. 973 * is much better than this function's guesswork.
972 */ 974 */
973int 975int
974maptile::estimate_difficulty () const 976maptile::estimate_difficulty () const
975{ 977{
976 long monster_cnt = 0; 978 long monster_cnt = 0;
1021 * postive values make it darker, negative make it brighter 1023 * postive values make it darker, negative make it brighter
1022 */ 1024 */
1023int 1025int
1024maptile::change_map_light (int change) 1026maptile::change_map_light (int change)
1025{ 1027{
1026 int new_level = darkness + change;
1027
1028 /* Nothing to do */ 1028 /* Nothing to do */
1029 if (!change || (new_level <= 0 && darkness == 0) || (new_level >= MAX_DARKNESS && darkness >= MAX_DARKNESS)) 1029 if (!change)
1030 return 0; 1030 return 0;
1031 1031
1032 /* inform all players on the map */ 1032 /* inform all players on the map */
1033 if (change > 0) 1033 if (change > 0)
1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker."); 1034 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes darker.");
1035 else 1035 else
1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter."); 1036 new_info_map (NDI_BLACK | NDI_UNIQUE, this, "It becomes brighter.");
1037 1037
1038 /* Do extra checking. since darkness is a unsigned value, 1038 darkness = clamp (darkness + change, -MAX_DARKNESS, MAX_DARKNESS);
1039 * we need to be extra careful about negative values.
1040 * In general, the checks below are only needed if change
1041 * is not +/-1
1042 */
1043 if (new_level < 0)
1044 darkness = 0;
1045 else if (new_level >= MAX_DARKNESS)
1046 darkness = MAX_DARKNESS;
1047 else
1048 darkness = new_level;
1049 1039
1050 /* All clients need to get re-updated for the change */ 1040 /* All clients need to get re-updated for the change */
1051 update_all_map_los (this); 1041 update_all_map_los (this);
1052 1042
1053 return 1; 1043 return 1;
1625maptile::play_sound (faceidx sound, int x, int y) const 1615maptile::play_sound (faceidx sound, int x, int y) const
1626{ 1616{
1627 if (!sound) 1617 if (!sound)
1628 return; 1618 return;
1629 1619
1630 for_all_players (pl) 1620 for_all_players_on_map (pl, this)
1631 if (pl->ob->map == this)
1632 if (client *ns = pl->ns) 1621 if (client *ns = pl->ns)
1633 { 1622 {
1634 int dx = x - pl->ob->x; 1623 int dx = x - pl->ob->x;
1635 int dy = y - pl->ob->y; 1624 int dy = y - pl->ob->y;
1636 1625
1637 int distance = idistance (dx, dy); 1626 int distance = idistance (dx, dy);
1638 1627
1639 if (distance <= MAX_SOUND_DISTANCE) 1628 if (distance <= MAX_SOUND_DISTANCE)
1640 ns->play_sound (sound, dx, dy); 1629 ns->play_sound (sound, dx, dy);
1641 } 1630 }
1642} 1631}
1643 1632

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