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Comparing deliantra/server/common/los.C (file contents):
Revision 1.16 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.35 by root, Thu Dec 4 22:32:41 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26 25
27#include <global.h> 26#include <global.h>
28#include <funcpoint.h>
29#include <math.h> 27#include <math.h>
30
31 28
32/* Distance must be less than this for the object to be blocked. 29/* Distance must be less than this for the object to be blocked.
33 * An object is 1.0 wide, so if set to 0.5, it means the object 30 * An object is 1.0 wide, so if set to 0.5, it means the object
34 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
35 * block view in our tables. 32 * block view in our tables.
36 * .4 or less lets you see through walls. .5 is about right. 33 * .4 or less lets you see through walls. .5 is about right.
37 */ 34 */
38 35
39#define SPACE_BLOCK 0.5 36#define SPACE_BLOCK 0.5
37#define MAX_DARKNESS_LOS 4 /* 4 == totally dark */
40 38
41typedef struct blstr 39typedef struct blstr
42{ 40{
43 int x[4], y[4]; 41 int x[4], y[4];
44 int index; 42 int index;
45} blocks; 43} blocks;
46 44
45// 31/32 == a speed hack
46// we would like to use 32 for speed, but the code loops endlessly
47// then, reason not yet identified, so only make the array use 32,
48// not the define's.
47blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 49blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
48 50
49static void expand_lighted_sight (object *op); 51static void expand_lighted_sight (object *op);
50 52
51/* 53/*
52 * Used to initialise the array used by the LOS routines. 54 * Used to initialise the array used by the LOS routines.
91 93
92void 94void
93init_block (void) 95init_block (void)
94{ 96{
95 int x, y, dx, dy, i; 97 int x, y, dx, dy, i;
96 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 98 static int block_x[3] = { -1, -1, 0 },
97 { 99 block_y[3] = { -1, 0, -1 };
98 -1, 0, -1};
99 100
100 for (x = 0; x < MAP_CLIENT_X; x++) 101 for (x = 0; x < MAP_CLIENT_X; x++)
101 for (y = 0; y < MAP_CLIENT_Y; y++) 102 for (y = 0; y < MAP_CLIENT_Y; y++)
102 {
103 block[x][y].index = 0; 103 block[x][y].index = 0;
104 }
105 104
106 105
107 /* The table should be symmetric, so only do the upper left 106 /* The table should be symmetric, so only do the upper left
108 * quadrant - makes the processing easier. 107 * quadrant - makes the processing easier.
109 */ 108 */
126 /* For simplicity, we mirror the coordinates to block the other 125 /* For simplicity, we mirror the coordinates to block the other
127 * quadrants. 126 * quadrants.
128 */ 127 */
129 set_block (x, y, dx, dy); 128 set_block (x, y, dx, dy);
130 if (x == MAP_CLIENT_X / 2) 129 if (x == MAP_CLIENT_X / 2)
131 {
132 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 130 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
133 }
134 else if (y == MAP_CLIENT_Y / 2) 131 else if (y == MAP_CLIENT_Y / 2)
135 {
136 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 132 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
137 }
138 } 133 }
139 else 134 else
140 { 135 {
141 float d1, r, s, l; 136 float d1, r, s, l;
142 137
176 * that if some particular space is blocked, it blocks 171 * that if some particular space is blocked, it blocks
177 * the view of the spaces 'behind' it, and those blocked 172 * the view of the spaces 'behind' it, and those blocked
178 * spaces behind it may block other spaces, etc. 173 * spaces behind it may block other spaces, etc.
179 * In this way, the chain of visibility is set. 174 * In this way, the chain of visibility is set.
180 */ 175 */
181
182static void 176static void
183set_wall (object *op, int x, int y) 177set_wall (object *op, int x, int y)
184{ 178{
185 int i; 179 int i;
186 180
253 * Clears/initialises the los-array associated to the player 247 * Clears/initialises the los-array associated to the player
254 * controlling the object. 248 * controlling the object.
255 */ 249 */
256 250
257void 251void
258clear_los (object *op) 252clear_los (player *pl)
259{ 253{
260 /* This is safer than using the ns->mapx, mapy because 254 /* This is safer than using the ns->mapx, mapy because
261 * we index the blocked_los as a 2 way array, so clearing 255 * we index the blocked_los as a 2 way array, so clearing
262 * the first z spaces may not not cover the spaces we are 256 * the first z spaces may not not cover the spaces we are
263 * actually going to use 257 * actually going to use
264 */ 258 */
265 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 259 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
266} 260}
267 261
268/* 262/*
269 * expand_sight goes through the array of what the given player is 263 * expand_sight goes through the array of what the given player is
270 * able to see, and expands the visible area a bit, so the player will, 264 * able to see, and expands the visible area a bit, so the player will,
297 } 291 }
298 292
299 if (op->map->darkness > 0) /* player is on a dark map */ 293 if (op->map->darkness > 0) /* player is on a dark map */
300 expand_lighted_sight (op); 294 expand_lighted_sight (op);
301 295
302
303 /* clear mark squares */ 296 /* clear mark squares */
304 for (x = 0; x < op->contr->ns->mapx; x++) 297 for (x = 0; x < op->contr->ns->mapx; x++)
305 for (y = 0; y < op->contr->ns->mapy; y++) 298 for (y = 0; y < op->contr->ns->mapy; y++)
306 if (op->contr->blocked_los[x][y] < 0) 299 if (op->contr->blocked_los[x][y] < 0)
307 op->contr->blocked_los[x][y] = 0; 300 op->contr->blocked_los[x][y] = 0;
308} 301}
309 302
310
311
312
313/* returns true if op carries one or more lights 303/* returns true if op carries one or more lights
314 * This is a trivial function now days, but it used to 304 * This is a trivial function now days, but it used to
315 * be a bit longer. Probably better for callers to just 305 * be a bit longer. Probably better for callers to just
316 * check the op->glow_radius instead of calling this. 306 * check the op->glow_radius instead of calling this.
317 */ 307 */
324 return 1; 314 return 1;
325 315
326 return 0; 316 return 0;
327} 317}
328 318
319/* radius, distance => lightness adjust */
320static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
321
322static struct darkness_init
323{
324 darkness_init ()
325 {
326 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
327 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
328 {
329 // max intensity
330 int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1);
331
332 // actual intensity
333 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
334
335 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
336 ? min (3, intensity)
337 : MAX_DARKNESS_LOS - intensity;
338 }
339 }
340} darkness_init;
341
329static void 342static void
330expand_lighted_sight (object *op) 343expand_lighted_sight (object *op)
331{ 344{
332 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 345 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
333 maptile *m = op->map; 346 maptile *m = op->map;
334 sint16 nx, ny; 347 sint16 nx, ny;
335 348
336 darklevel = m->darkness; 349 darklevel = m->darkness;
337 350
338 /* If the player can see in the dark, lower the darklevel for him */ 351 /* If the player can see in the dark, lower the darklevel for him */
339 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 352 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
340 darklevel -= 2; 353 darklevel -= MAX_DARKNESS_LOS / 2;
341 354
342 /* add light, by finding all (non-null) nearby light sources, then 355 /* add light, by finding all (non-null) nearby light sources, then
343 * mark those squares specially. If the darklevel<1, there is no 356 * mark those squares specially. If the darklevel<1, there is no
344 * reason to do this, so we skip this function 357 * reason to do this, so we skip this function
345 */ 358 */
354 { 367 {
355 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 368 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
356 darklevel = MAX_DARKNESS; 369 darklevel = MAX_DARKNESS;
357 } 370 }
358 371
359 /* First, limit player furthest (unlighted) vision */ 372 /* first, make everything totally dark */
360 for (x = 0; x < op->contr->ns->mapx; x++) 373 for (x = 0; x < op->contr->ns->mapx; x++)
361 for (y = 0; y < op->contr->ns->mapy; y++) 374 for (y = 0; y < op->contr->ns->mapy; y++)
362 if (op->contr->blocked_los[x][y] != 100) 375 if (op->contr->blocked_los[x][y] != 100)
363 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 376 op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
364 377
365 /* the spaces[] darkness value contains the information we need. 378 int half_x = op->contr->ns->mapx / 2;
379 int half_y = op->contr->ns->mapy / 2;
380
381 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
382 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
383 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
384 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
385
386 int pass2 = 0; // negative lights have an extra pass
387
388 /*
366 * Only process the area of interest. 389 * Only process the area of interest.
367 * the basex, basey values represent the position in the op->contr->blocked_los 390 * the basex, basey values represent the position in the op->contr->blocked_los
368 * array. Its easier to just increment them here (and start with the right 391 * array. Its easier to just increment them here (and start with the right
369 * value) than to recalculate them down below. 392 * value) than to recalculate them down below.
370 */ 393 */
371 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 394 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
372 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) 395 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
373 {
374
375 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
376 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
377 { 396 {
397 maptile *m = op->map;
398 sint16 nx = x;
399 sint16 ny = y;
400
401 if (!xy_normalise (m, nx, ny))
402 continue;
403
404 mapspace &ms = m->at (nx, ny);
405 ms.update ();
406 sint8 light = ms.light;
407
408 if (expect_false (light))
409 if (light < 0)
410 pass2 = 1;
411 else
412 {
413 /* This space is providing light, so we need to brighten up the
414 * spaces around here.
415 */
416 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
417
418 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
419 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
420 if (op->contr->blocked_los[ax][ay] != 100)
421 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
422 }
423 }
424
425 // psosibly do 2nd pass for rare negative glow radii
426 if (expect_false (pass2))
427 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
428 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
429 {
378 m = op->map; 430 maptile *m = op->map;
379 nx = x; 431 sint16 nx = x;
380 ny = y; 432 sint16 ny = y;
381 433
382 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 434 if (!xy_normalise (m, nx, ny))
383
384 if (mflags & P_OUT_OF_MAP)
385 continue; 435 continue;
386 436
387 /* This space is providing light, so we need to brighten up the 437 mapspace &ms = m->at (nx, ny);
388 * spaces around here. 438 ms.update ();
389 */ 439 sint8 light = ms.light;
390 light = GET_MAP_LIGHT (m, nx, ny); 440
391 if (light != 0) 441 if (expect_false (light < 0))
392 { 442 {
393#if 0 443 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
394 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
395#endif
396 for (ax = basex - light; ax <= basex + light; ax++)
397 {
398 if (ax < 0 || ax >= op->contr->ns->mapx)
399 continue;
400 for (ay = basey - light; ay <= basey + light; ay++)
401 {
402 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue;
404 444
405 /* If the space is fully blocked, do nothing. Otherwise, we 445 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
406 * brighten the space. The further the light is away from the 446 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
407 * source (basex-x), the less effect it has. Though light used
408 * to dim in a square manner, it now dims in a circular manner
409 * using the the pythagorean theorem. glow_radius still
410 * represents the radius
411 */
412 if (op->contr->blocked_los[ax][ay] != 100) 447 if (op->contr->blocked_los[ax][ay] != 100)
413 { 448 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
414 x1 = abs (basex - ax) * abs (basex - ax); 449 }
415 y1 = abs (basey - ay) * abs (basey - ay); 450 }
416 if (light > 0)
417 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0);
418 if (light < 0)
419 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0);
420 }
421 } /* for ay */
422 } /* for ax */
423 } /* if this space is providing light */
424 } /* for y */
425 } /* for x */
426 451
427 /* Outdoor should never really be completely pitch black dark like 452 /* Outdoor should never really be completely pitch black dark like
428 * a dungeon, so let the player at least see a little around themselves 453 * a dungeon, so let the player at least see a little around themselves
429 */ 454 */
430 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 455 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
431 { 456 {
432 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) 457 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
433 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; 458 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
434 459
435 for (x = -1; x <= 1; x++) 460 for (x = -1; x <= 1; x++)
437 { 462 {
438 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 463 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
439 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; 464 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
440 } 465 }
441 } 466 }
467
442 /* grant some vision to the player, based on the darklevel */ 468 /* grant some vision to the player, based on the darklevel */
443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 469 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 470 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
445 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 471 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
446 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 472 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
447 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 473 max (0, 6 - darklevel - max (abs (x), abs (y)));
448} 474}
449 475
450/* blinded_sight() - sets all veiwable squares to blocked except 476/* blinded_sight() - sets all viewable squares to blocked except
451 * for the one the central one that the player occupies. A little 477 * for the one the central one that the player occupies. A little
452 * odd that you can see yourself (and what your standing on), but 478 * odd that you can see yourself (and what your standing on), but
453 * really need for any reasonable game play. 479 * really need for any reasonable game play.
454 */ 480 */
455
456static void 481static void
457blinded_sight (object *op) 482blinded_sight (object *op)
458{ 483{
459 int x, y; 484 int x, y;
460 485
467 492
468/* 493/*
469 * update_los() recalculates the array which specifies what is 494 * update_los() recalculates the array which specifies what is
470 * visible for the given player-object. 495 * visible for the given player-object.
471 */ 496 */
472
473void 497void
474update_los (object *op) 498update_los (object *op)
475{ 499{
476 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 500 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
477 501
478 if (QUERY_FLAG (op, FLAG_REMOVED)) 502 if (QUERY_FLAG (op, FLAG_REMOVED))
479 return; 503 return;
480 504
481 clear_los (op); 505 clear_los (op->contr);
506
482 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 507 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
483 return; 508 return;
484 509
485 /* For larger maps, this is more efficient than the old way which 510 /* For larger maps, this is more efficient than the old way which
486 * used the chaining of the block array. Since many space views could 511 * used the chaining of the block array. Since many space views could
488 * could be examined multile times, as each path would be looked at. 513 * could be examined multile times, as each path would be looked at.
489 */ 514 */
490 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 515 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
491 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) 516 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
492 check_wall (op, x, y); 517 check_wall (op, x, y);
493
494 518
495 /* do the los of the player. 3 (potential) cases */ 519 /* do the los of the player. 3 (potential) cases */
496 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 520 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
497 blinded_sight (op); 521 blinded_sight (op);
498 else 522 else
499 expand_sight (op); 523 expand_sight (op);
500 524
525 //TODO: no range-checking whatsoever :(
501 if (QUERY_FLAG (op, FLAG_XRAYS)) 526 if (QUERY_FLAG (op, FLAG_XRAYS))
502 {
503 int x, y;
504
505 for (x = -2; x <= 2; x++) 527 for (int x = -2; x <= 2; x++)
506 for (y = -2; y <= 2; y++) 528 for (int y = -2; y <= 2; y++)
507 op->contr->blocked_los[dx + x][dy + y] = 0; 529 op->contr->blocked_los[dx + x][dy + y] = 0;
508 }
509} 530}
510 531
511/* update all_map_los is like update_all_los below, 532/* update all_map_los is like update_all_los below,
512 * but updates everyone on the map, no matter where they 533 * but updates everyone on the map, no matter where they
513 * are. This generally should not be used, as a per 534 * are. This generally should not be used, as a per

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