… | |
… | |
507 | } |
507 | } |
508 | } |
508 | } |
509 | |
509 | |
510 | /* update all_map_los is like update_all_los below, |
510 | /* update all_map_los is like update_all_los below, |
511 | * but updates everyone on the map, no matter where they |
511 | * but updates everyone on the map, no matter where they |
512 | * are. This generally should not be used, as a per |
512 | * are. This generally should not be used, as a per |
513 | * specific map change doesn't make much sense when tiling |
513 | * specific map change doesn't make much sense when tiling |
514 | * is considered (lowering darkness would certainly be a |
514 | * is considered (lowering darkness would certainly be a |
515 | * strange effect if done on a tile map, as it makes |
515 | * strange effect if done on a tile map, as it makes |
516 | * the distinction between maps much more obvious to the |
516 | * the distinction between maps much more obvious to the |
517 | * players, which is should not be. |
517 | * players, which is should not be. |
… | |
… | |
520 | */ |
520 | */ |
521 | void |
521 | void |
522 | update_all_map_los (maptile *map) |
522 | update_all_map_los (maptile *map) |
523 | { |
523 | { |
524 | for_all_players (pl) |
524 | for_all_players (pl) |
525 | if (pl->ob->map == map) |
525 | if (pl->ob && pl->ob->map == map) |
526 | pl->do_los = 1; |
526 | pl->do_los = 1; |
527 | } |
527 | } |
528 | |
|
|
529 | |
528 | |
530 | /* |
529 | /* |
531 | * This function makes sure that update_los() will be called for all |
530 | * This function makes sure that update_los() will be called for all |
532 | * players on the given map within the next frame. |
531 | * players on the given map within the next frame. |
533 | * It is triggered by removal or inserting of objects which blocks |
532 | * It is triggered by removal or inserting of objects which blocks |
… | |
… | |
537 | * means that just being on the same map is not sufficient - the |
536 | * means that just being on the same map is not sufficient - the |
538 | * space that changes must be withing your viewable area. |
537 | * space that changes must be withing your viewable area. |
539 | * |
538 | * |
540 | * map is the map that changed, x and y are the coordinates. |
539 | * map is the map that changed, x and y are the coordinates. |
541 | */ |
540 | */ |
542 | |
|
|
543 | void |
541 | void |
544 | update_all_los (const maptile *map, int x, int y) |
542 | update_all_los (const maptile *map, int x, int y) |
545 | { |
543 | { |
546 | for_all_players (pl) |
544 | for_all_players (pl) |
547 | { |
545 | { |
548 | /* Player should not have a null map, but do this |
546 | /* Player should not have a null map, but do this |
549 | * check as a safety |
547 | * check as a safety |
550 | */ |
548 | */ |
551 | if (!pl->ob->map) |
549 | if (!pl->ob || !pl->ob->map || !pl->ns) |
552 | continue; |
550 | continue; |
553 | |
551 | |
554 | /* Same map is simple case - see if pl is close enough. |
552 | /* Same map is simple case - see if pl is close enough. |
555 | * Note in all cases, we did the check for same map first, |
553 | * Note in all cases, we did the check for same map first, |
556 | * and then see if the player is close enough and update |
554 | * and then see if the player is close enough and update |
… | |
… | |
563 | if (pl->ob->map == map) |
561 | if (pl->ob->map == map) |
564 | { |
562 | { |
565 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
563 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
566 | pl->do_los = 1; |
564 | pl->do_los = 1; |
567 | } |
565 | } |
|
|
566 | |
568 | /* Now we check to see if player is on adjacent |
567 | /* Now we check to see if player is on adjacent |
569 | * maps to the one that changed and also within |
568 | * maps to the one that changed and also within |
570 | * view. The tile_maps[] could be null, but in that |
569 | * view. The tile_maps[] could be null, but in that |
571 | * case it should never match the pl->ob->map, so |
570 | * case it should never match the pl->ob->map, so |
572 | * we want ever try to dereference any of the data in it. |
571 | * we want ever try to dereference any of the data in it. |
573 | */ |
572 | * |
574 | |
|
|
575 | /* The logic for 0 and 3 is to see how far the player is |
573 | * The logic for 0 and 3 is to see how far the player is |
576 | * from the edge of the map (height/width) - pl->ob->(x,y) |
574 | * from the edge of the map (height/width) - pl->ob->(x,y) |
577 | * and to add current position on this map - that gives a |
575 | * and to add current position on this map - that gives a |
578 | * distance. |
576 | * distance. |
579 | * For 1 and 2, we check to see how far the given |
577 | * For 1 and 2, we check to see how far the given |
580 | * coordinate (x,y) is from the corresponding edge, |
578 | * coordinate (x,y) is from the corresponding edge, |