--- deliantra/server/common/los.C 2006/12/11 21:32:16 1.7 +++ deliantra/server/common/los.C 2006/12/14 04:30:31 1.8 @@ -190,10 +190,10 @@ /* ax, ay are the values as adjusted to be in the * socket look structure. */ - ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; - ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; + ax = dx - (MAP_CLIENT_X - op->contr->socket->mapx) / 2; + ay = dy - (MAP_CLIENT_Y - op->contr->socket->mapy) / 2; - if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) + if (ax < 0 || ax >= op->contr->socket->mapx || ay < 0 || ay >= op->contr->socket->mapy) continue; #if 0 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); @@ -222,13 +222,13 @@ return; /* ax, ay are coordinates as indexed into the look window */ - ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; - ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; + ax = x - (MAP_CLIENT_X - op->contr->socket->mapx) / 2; + ay = y - (MAP_CLIENT_Y - op->contr->socket->mapy) / 2; /* If the converted coordinates are outside the viewable * area for the client, return now. */ - if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) + if (ax < 0 || ay < 0 || ax >= op->contr->socket->mapx || ay >= op->contr->socket->mapy) return; #if 0 @@ -276,13 +276,13 @@ { int i, x, y, dx, dy; - for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ - for (y = 1; y < op->contr->socket.mapy - 1; y++) + for (x = 1; x < op->contr->socket->mapx - 1; x++) /* loop over inner squares */ + for (y = 1; y < op->contr->socket->mapy - 1; y++) { if (!op->contr->blocked_los[x][y] && !(get_map_flags (op->map, NULL, - op->x - op->contr->socket.mapx / 2 + x, - op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) + op->x - op->contr->socket->mapx / 2 + x, + op->y - op->contr->socket->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { for (i = 1; i <= 8; i += 1) @@ -300,8 +300,8 @@ /* clear mark squares */ - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) + for (x = 0; x < op->contr->socket->mapx; x++) + for (y = 0; y < op->contr->socket->mapy; y++) if (op->contr->blocked_los[x][y] < 0) op->contr->blocked_los[x][y] = 0; } @@ -356,8 +356,8 @@ } /* First, limit player furthest (unlighted) vision */ - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) + for (x = 0; x < op->contr->socket->mapx; x++) + for (y = 0; y < op->contr->socket->mapy; y++) if (op->contr->blocked_los[x][y] != 100) op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; @@ -367,12 +367,12 @@ * array. Its easier to just increment them here (and start with the right * value) than to recalculate them down below. */ - for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; - x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) + for (x = (op->x - op->contr->socket->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; + x <= (op->x + op->contr->socket->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) { - for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; - y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) + for (y = (op->y - op->contr->socket->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; + y <= (op->y + op->contr->socket->mapy / 2 + MAX_LIGHT_RADII); y++, basey++) { m = op->map; nx = x; @@ -394,11 +394,11 @@ #endif for (ax = basex - light; ax <= basex + light; ax++) { - if (ax < 0 || ax >= op->contr->socket.mapx) + if (ax < 0 || ax >= op->contr->socket->mapx) continue; for (ay = basey - light; ay <= basey + light; ay++) { - if (ay < 0 || ay >= op->contr->socket.mapy) + if (ay < 0 || ay >= op->contr->socket->mapy) continue; /* If the space is fully blocked, do nothing. Otherwise, we @@ -428,21 +428,21 @@ */ if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) { - if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) - op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; + if (op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] > (MAX_DARKNESS - 3)) + op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] = MAX_DARKNESS - 3; for (x = -1; x <= 1; x++) for (y = -1; y <= 1; y++) { - if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) - op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] = MAX_DARKNESS - 2; + if (op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] > (MAX_DARKNESS - 2)) + op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] = MAX_DARKNESS - 2; } } /* grant some vision to the player, based on the darklevel */ for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) - if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100)) - op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= + if (!(op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] == 100)) + op->contr->blocked_los[x + op->contr->socket->mapx / 2][y + op->contr->socket->mapy / 2] -= MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); } @@ -457,11 +457,11 @@ { int x, y; - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) + for (x = 0; x < op->contr->socket->mapx; x++) + for (y = 0; y < op->contr->socket->mapy; y++) op->contr->blocked_los[x][y] = 100; - op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; + op->contr->blocked_los[op->contr->socket->mapx / 2][op->contr->socket->mapy / 2] = 0; } /* @@ -472,7 +472,7 @@ void update_los (object *op) { - int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; + int dx = op->contr->socket->mapx / 2, dy = op->contr->socket->mapy / 2, x, y; if (QUERY_FLAG (op, FLAG_REMOVED)) return; @@ -486,8 +486,8 @@ * be blocked by different spaces in front, this mean that a lot of spaces * could be examined multile times, as each path would be looked at. */ - for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) - for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) + for (x = (MAP_CLIENT_X - op->contr->socket->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket->mapx) / 2 + 1; x++) + for (y = (MAP_CLIENT_Y - op->contr->socket->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket->mapy) / 2 + 1; y++) check_wall (op, x, y); @@ -568,7 +568,7 @@ */ if (pl->ob->map == map) { - if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) + if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2)) pl->do_los = 1; } /* Now we check to see if player is on adjacent @@ -589,22 +589,22 @@ */ else if (pl->ob->map == map->tile_map[0]) { - if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy / 2)) + if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->socket->mapy / 2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[2]) { - if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) + if ((abs (pl->ob->x - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket->mapy / 2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[1]) { - if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) + if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[3]) { - if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) + if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->socket->mapx / 2) && (abs (pl->ob->y - y) <= pl->socket->mapy / 2)) pl->do_los = 1; } } @@ -622,16 +622,16 @@ char buf[50], buf2[10]; strcpy (buf, " "); - for (x = 0; x < op->contr->socket.mapx; x++) + for (x = 0; x < op->contr->socket->mapx; x++) { sprintf (buf2, "%2d", x); strcat (buf, buf2); } new_draw_info (NDI_UNIQUE, 0, op, buf); - for (y = 0; y < op->contr->socket.mapy; y++) + for (y = 0; y < op->contr->socket->mapy; y++) { sprintf (buf, "%2d:", y); - for (x = 0; x < op->contr->socket.mapx; x++) + for (x = 0; x < op->contr->socket->mapx; x++) { sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); strcat (buf, buf2); @@ -652,9 +652,9 @@ for (pl = first_player; pl; pl = pl->next) if (pl->ob->map == op->map && - pl->ob->y - pl->socket.mapy / 2 <= op->y && - pl->ob->y + pl->socket.mapy / 2 >= op->y && pl->ob->x - pl->socket.mapx / 2 <= op->x && pl->ob->x + pl->socket.mapx / 2 >= op->x) - pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; + pl->ob->y - pl->socket->mapy / 2 <= op->y && + pl->ob->y + pl->socket->mapy / 2 >= op->y && pl->ob->x - pl->socket->mapx / 2 <= op->x && pl->ob->x + pl->socket->mapx / 2 >= op->x) + pl->blocked_los[pl->socket->mapx / 2 + op->x - pl->ob->x][pl->socket->mapy / 2 + op->y - pl->ob->y] = 0; } /* @@ -670,7 +670,7 @@ for (pl = first_player; pl; pl = pl->next) if (pl->ob->map == op->map && - pl->ob->y - pl->socket.mapy / 2 <= op->y && - pl->ob->y + pl->socket.mapy / 2 >= op->y && pl->ob->x - pl->socket.mapx / 2 <= op->x && pl->ob->x + pl->socket.mapx / 2 >= op->x) + pl->ob->y - pl->socket->mapy / 2 <= op->y && + pl->ob->y + pl->socket->mapy / 2 >= op->y && pl->ob->x - pl->socket->mapx / 2 <= op->x && pl->ob->x + pl->socket->mapx / 2 >= op->x) pl->do_los = 1; }