… | |
… | |
296 | } |
296 | } |
297 | |
297 | |
298 | if (op->map->darkness > 0) /* player is on a dark map */ |
298 | if (op->map->darkness > 0) /* player is on a dark map */ |
299 | expand_lighted_sight (op); |
299 | expand_lighted_sight (op); |
300 | |
300 | |
301 | |
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302 | /* clear mark squares */ |
301 | /* clear mark squares */ |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
302 | for (x = 0; x < op->contr->ns->mapx; x++) |
304 | for (y = 0; y < op->contr->ns->mapy; y++) |
303 | for (y = 0; y < op->contr->ns->mapy; y++) |
305 | if (op->contr->blocked_los[x][y] < 0) |
304 | if (op->contr->blocked_los[x][y] < 0) |
306 | op->contr->blocked_los[x][y] = 0; |
305 | op->contr->blocked_los[x][y] = 0; |
307 | } |
306 | } |
308 | |
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309 | |
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310 | |
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311 | |
307 | |
312 | /* returns true if op carries one or more lights |
308 | /* returns true if op carries one or more lights |
313 | * This is a trivial function now days, but it used to |
309 | * This is a trivial function now days, but it used to |
314 | * be a bit longer. Probably better for callers to just |
310 | * be a bit longer. Probably better for callers to just |
315 | * check the op->glow_radius instead of calling this. |
311 | * check the op->glow_radius instead of calling this. |
… | |
… | |
487 | * could be examined multile times, as each path would be looked at. |
483 | * could be examined multile times, as each path would be looked at. |
488 | */ |
484 | */ |
489 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
485 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
490 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
486 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
491 | check_wall (op, x, y); |
487 | check_wall (op, x, y); |
492 | |
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493 | |
488 | |
494 | /* do the los of the player. 3 (potential) cases */ |
489 | /* do the los of the player. 3 (potential) cases */ |
495 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
490 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
496 | blinded_sight (op); |
491 | blinded_sight (op); |
497 | else |
492 | else |