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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 1.18 by root, Mon Jan 15 01:39:42 2007 UTC

25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26 26
27#include <global.h> 27#include <global.h>
28#include <funcpoint.h> 28#include <funcpoint.h>
29#include <math.h> 29#include <math.h>
30
31 30
32/* 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.
33 * 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
34 * that blocks half the view (0.0 is complete block) will 33 * that blocks half the view (0.0 is complete block) will
35 * block view in our tables. 34 * block view in our tables.
395#endif 394#endif
396 for (ax = basex - light; ax <= basex + light; ax++) 395 for (ax = basex - light; ax <= basex + light; ax++)
397 { 396 {
398 if (ax < 0 || ax >= op->contr->ns->mapx) 397 if (ax < 0 || ax >= op->contr->ns->mapx)
399 continue; 398 continue;
399
400 for (ay = basey - light; ay <= basey + light; ay++) 400 for (ay = basey - light; ay <= basey + light; ay++)
401 { 401 {
402 if (ay < 0 || ay >= op->contr->ns->mapy) 402 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue; 403 continue;
404 404
411 */ 411 */
412 if (op->contr->blocked_los[ax][ay] != 100) 412 if (op->contr->blocked_los[ax][ay] != 100)
413 { 413 {
414 x1 = abs (basex - ax) * abs (basex - ax); 414 x1 = abs (basex - ax) * abs (basex - ax);
415 y1 = abs (basey - ay) * abs (basey - ay); 415 y1 = abs (basey - ay) * abs (basey - ay);
416 if (light > 0) 416
417 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); 417 if (light > 0) 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); 418 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
420 } 419 }
421 } /* for ay */ 420 }
422 } /* for ax */ 421 }
423 } /* if this space is providing light */ 422 }
424 } /* for y */ 423 }
425 } /* for x */ 424 }
426 425
427 /* Outdoor should never really be completely pitch black dark like 426 /* Outdoor should never really be completely pitch black dark like
428 * a dungeon, so let the player at least see a little around themselves 427 * a dungeon, so let the player at least see a little around themselves
429 */ 428 */
430 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
437 { 436 {
438 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 437 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; 438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
440 } 439 }
441 } 440 }
441
442 /* grant some vision to the player, based on the darklevel */ 442 /* grant some vision to the player, based on the darklevel */
443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 444 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)) 445 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] -= 446 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
450/* blinded_sight() - sets all veiwable squares to blocked except 450/* blinded_sight() - sets all veiwable squares to blocked except
451 * for the one the central one that the player occupies. A little 451 * 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 452 * odd that you can see yourself (and what your standing on), but
453 * really need for any reasonable game play. 453 * really need for any reasonable game play.
454 */ 454 */
455
456static void 455static void
457blinded_sight (object *op) 456blinded_sight (object *op)
458{ 457{
459 int x, y; 458 int x, y;
460 459

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