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Comparing deliantra/server/common/los.C (file contents):
Revision 1.12 by root, Mon Dec 25 11:25:49 2006 UTC vs.
Revision 1.17 by root, Sun Jan 7 02:39:13 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 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
24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25 26
26#include <global.h> 27#include <global.h>
27#include <funcpoint.h> 28#include <funcpoint.h>
28#include <math.h> 29#include <math.h>
29
30 30
31/* Distance must be less than this for the object to be blocked. 31/* Distance must be less than this for the object to be blocked.
32 * An object is 1.0 wide, so if set to 0.5, it means the object 32 * An object is 1.0 wide, so if set to 0.5, it means the object
33 * that blocks half the view (0.0 is complete block) will 33 * that blocks half the view (0.0 is complete block) will
34 * block view in our tables. 34 * block view in our tables.
293 op->contr->blocked_los[dx][dy] = -1; 293 op->contr->blocked_los[dx][dy] = -1;
294 } 294 }
295 } 295 }
296 } 296 }
297 297
298 if (MAP_DARKNESS (op->map) > 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
301 301
302 /* clear mark squares */ 302 /* clear mark squares */
303 for (x = 0; x < op->contr->ns->mapx; x++) 303 for (x = 0; x < op->contr->ns->mapx; x++)
330{ 330{
331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
332 maptile *m = op->map; 332 maptile *m = op->map;
333 sint16 nx, ny; 333 sint16 nx, ny;
334 334
335 darklevel = MAP_DARKNESS (m); 335 darklevel = m->darkness;
336 336
337 /* If the player can see in the dark, lower the darklevel for him */ 337 /* If the player can see in the dark, lower the darklevel for him */
338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
339 darklevel -= 2; 339 darklevel -= 2;
340 340
349 /* Do a sanity check. If not valid, some code below may do odd 349 /* Do a sanity check. If not valid, some code below may do odd
350 * things. 350 * things.
351 */ 351 */
352 if (darklevel > MAX_DARKNESS) 352 if (darklevel > MAX_DARKNESS)
353 { 353 {
354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); 354 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
355 darklevel = MAX_DARKNESS; 355 darklevel = MAX_DARKNESS;
356 } 356 }
357 357
358 /* First, limit player furthest (unlighted) vision */ 358 /* First, limit player furthest (unlighted) vision */
359 for (x = 0; x < op->contr->ns->mapx; x++) 359 for (x = 0; x < op->contr->ns->mapx; x++)
579 * and then add the players location, which gives 579 * and then add the players location, which gives
580 * a distance. 580 * a distance.
581 */ 581 */
582 else if (pl->ob->map == map->tile_map[0]) 582 else if (pl->ob->map == map->tile_map[0])
583 { 583 {
584 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->ns->mapy / 2)) 584 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
585 pl->do_los = 1; 585 pl->do_los = 1;
586 } 586 }
587 else if (pl->ob->map == map->tile_map[2]) 587 else if (pl->ob->map == map->tile_map[2])
588 { 588 {
589 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2)) 589 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
590 pl->do_los = 1; 590 pl->do_los = 1;
591 } 591 }
592 else if (pl->ob->map == map->tile_map[1]) 592 else if (pl->ob->map == map->tile_map[1])
593 { 593 {
594 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 594 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
595 pl->do_los = 1; 595 pl->do_los = 1;
596 } 596 }
597 else if (pl->ob->map == map->tile_map[3]) 597 else if (pl->ob->map == map->tile_map[3])
598 { 598 {
599 if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) 599 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
600 pl->do_los = 1; 600 pl->do_los = 1;
601 } 601 }
602 } 602 }
603} 603}
604 604

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