--- deliantra/server/common/los.C 2007/02/15 03:19:02 1.21 +++ deliantra/server/common/los.C 2007/11/08 19:43:23 1.29 @@ -1,25 +1,24 @@ /* - * CrossFire, A Multiplayer game for X-windows + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify + * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or + * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ @@ -43,7 +42,11 @@ int index; } blocks; -blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; +// 31/32 == a speed hack +// we would like to use 32 for speed, but the code loops endlessly +// then, reason not yet identified, so only make the array use 32, +// not the define's. +blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; static void expand_lighted_sight (object *op); @@ -92,15 +95,12 @@ init_block (void) { int x, y, dx, dy, i; - static int block_x[3] = { -1, -1, 0 }, block_y[3] = - { - -1, 0, -1}; + static int block_x[3] = { -1, -1, 0 }, + block_y[3] = { -1, 0, -1 }; for (x = 0; x < MAP_CLIENT_X; x++) for (y = 0; y < MAP_CLIENT_Y; y++) - { - block[x][y].index = 0; - } + block[x][y].index = 0; /* The table should be symmetric, so only do the upper left @@ -127,13 +127,9 @@ */ set_block (x, y, dx, dy); if (x == MAP_CLIENT_X / 2) - { - set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); - } + set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); else if (y == MAP_CLIENT_Y / 2) - { - set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); - } + set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); } else { @@ -177,7 +173,6 @@ * spaces behind it may block other spaces, etc. * In this way, the chain of visibility is set. */ - static void set_wall (object *op, int x, int y) { @@ -254,14 +249,14 @@ */ void -clear_los (object *op) +clear_los (player *pl) { /* This is safer than using the ns->mapx, mapy because * we index the blocked_los as a 2 way array, so clearing * the first z spaces may not not cover the spaces we are * actually going to use */ - (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); + memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); } /* @@ -464,7 +459,6 @@ * update_los() recalculates the array which specifies what is * visible for the given player-object. */ - void update_los (object *op) { @@ -473,7 +467,8 @@ if (QUERY_FLAG (op, FLAG_REMOVED)) return; - clear_los (op); + clear_los (op->contr); + if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) return;