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Comparing deliantra/server/common/los.C (file contents):
Revision 1.23 by root, Fri Feb 16 22:21:45 2007 UTC vs.
Revision 1.29 by root, Thu Nov 8 19:43:23 2007 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 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.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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>
94 93
95void 94void
96init_block (void) 95init_block (void)
97{ 96{
98 int x, y, dx, dy, i; 97 int x, y, dx, dy, i;
99 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 98 static int block_x[3] = { -1, -1, 0 },
100 { 99 block_y[3] = { -1, 0, -1 };
101 -1, 0, -1};
102 100
103 for (x = 0; x < MAP_CLIENT_X; x++) 101 for (x = 0; x < MAP_CLIENT_X; x++)
104 for (y = 0; y < MAP_CLIENT_Y; y++) 102 for (y = 0; y < MAP_CLIENT_Y; y++)
105 {
106 block[x][y].index = 0; 103 block[x][y].index = 0;
107 }
108 104
109 105
110 /* The table should be symmetric, so only do the upper left 106 /* The table should be symmetric, so only do the upper left
111 * quadrant - makes the processing easier. 107 * quadrant - makes the processing easier.
112 */ 108 */
129 /* For simplicity, we mirror the coordinates to block the other 125 /* For simplicity, we mirror the coordinates to block the other
130 * quadrants. 126 * quadrants.
131 */ 127 */
132 set_block (x, y, dx, dy); 128 set_block (x, y, dx, dy);
133 if (x == MAP_CLIENT_X / 2) 129 if (x == MAP_CLIENT_X / 2)
134 {
135 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);
136 }
137 else if (y == MAP_CLIENT_Y / 2) 131 else if (y == MAP_CLIENT_Y / 2)
138 {
139 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);
140 }
141 } 133 }
142 else 134 else
143 { 135 {
144 float d1, r, s, l; 136 float d1, r, s, l;
145 137
179 * that if some particular space is blocked, it blocks 171 * that if some particular space is blocked, it blocks
180 * the view of the spaces 'behind' it, and those blocked 172 * the view of the spaces 'behind' it, and those blocked
181 * spaces behind it may block other spaces, etc. 173 * spaces behind it may block other spaces, etc.
182 * In this way, the chain of visibility is set. 174 * In this way, the chain of visibility is set.
183 */ 175 */
184
185static void 176static void
186set_wall (object *op, int x, int y) 177set_wall (object *op, int x, int y)
187{ 178{
188 int i; 179 int i;
189 180
256 * Clears/initialises the los-array associated to the player 247 * Clears/initialises the los-array associated to the player
257 * controlling the object. 248 * controlling the object.
258 */ 249 */
259 250
260void 251void
261clear_los (object *op) 252clear_los (player *pl)
262{ 253{
263 /* This is safer than using the ns->mapx, mapy because 254 /* This is safer than using the ns->mapx, mapy because
264 * 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
265 * 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
266 * actually going to use 257 * actually going to use
267 */ 258 */
268 (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);
269} 260}
270 261
271/* 262/*
272 * 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
273 * 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,
466 457
467/* 458/*
468 * update_los() recalculates the array which specifies what is 459 * update_los() recalculates the array which specifies what is
469 * visible for the given player-object. 460 * visible for the given player-object.
470 */ 461 */
471
472void 462void
473update_los (object *op) 463update_los (object *op)
474{ 464{
475 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 465 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
476 466
477 if (QUERY_FLAG (op, FLAG_REMOVED)) 467 if (QUERY_FLAG (op, FLAG_REMOVED))
478 return; 468 return;
479 469
480 clear_los (op); 470 clear_los (op->contr);
471
481 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 472 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
482 return; 473 return;
483 474
484 /* For larger maps, this is more efficient than the old way which 475 /* For larger maps, this is more efficient than the old way which
485 * used the chaining of the block array. Since many space views could 476 * used the chaining of the block array. Since many space views could

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