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41 | { |
41 | { |
42 | int x[4], y[4]; |
42 | int x[4], y[4]; |
43 | int index; |
43 | int index; |
44 | } blocks; |
44 | } blocks; |
45 | |
45 | |
46 | blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; |
46 | blocks block[(MAP_CLIENT_X | 1) + 1][(MAP_CLIENT_Y | 1) + 1]; // still a speed hack |
47 | |
47 | |
48 | static void expand_lighted_sight (object *op); |
48 | static void expand_lighted_sight (object *op); |
49 | |
49 | |
50 | /* |
50 | /* |
51 | * Used to initialise the array used by the LOS routines. |
51 | * Used to initialise the array used by the LOS routines. |
… | |
… | |
296 | } |
296 | } |
297 | |
297 | |
298 | if (op->map->darkness > 0) /* player is on a dark map */ |
298 | if (op->map->darkness > 0) /* player is on a dark map */ |
299 | expand_lighted_sight (op); |
299 | expand_lighted_sight (op); |
300 | |
300 | |
301 | |
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302 | /* clear mark squares */ |
301 | /* clear mark squares */ |
303 | for (x = 0; x < op->contr->ns->mapx; x++) |
302 | for (x = 0; x < op->contr->ns->mapx; x++) |
304 | for (y = 0; y < op->contr->ns->mapy; y++) |
303 | for (y = 0; y < op->contr->ns->mapy; y++) |
305 | if (op->contr->blocked_los[x][y] < 0) |
304 | if (op->contr->blocked_los[x][y] < 0) |
306 | op->contr->blocked_los[x][y] = 0; |
305 | op->contr->blocked_los[x][y] = 0; |
307 | } |
306 | } |
308 | |
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309 | |
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310 | |
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311 | |
307 | |
312 | /* returns true if op carries one or more lights |
308 | /* returns true if op carries one or more lights |
313 | * This is a trivial function now days, but it used to |
309 | * This is a trivial function now days, but it used to |
314 | * be a bit longer. Probably better for callers to just |
310 | * be a bit longer. Probably better for callers to just |
315 | * check the op->glow_radius instead of calling this. |
311 | * check the op->glow_radius instead of calling this. |
… | |
… | |
488 | */ |
484 | */ |
489 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
485 | for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) |
490 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
486 | for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) |
491 | check_wall (op, x, y); |
487 | check_wall (op, x, y); |
492 | |
488 | |
493 | |
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494 | /* do the los of the player. 3 (potential) cases */ |
489 | /* do the los of the player. 3 (potential) cases */ |
495 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
490 | if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ |
496 | blinded_sight (op); |
491 | blinded_sight (op); |
497 | else |
492 | else |
498 | expand_sight (op); |
493 | expand_sight (op); |
499 | |
494 | |
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495 | //TODO: no range-checking whatsoever :( |
500 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
496 | if (QUERY_FLAG (op, FLAG_XRAYS)) |
501 | { |
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502 | int x, y; |
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503 | |
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504 | for (x = -2; x <= 2; x++) |
497 | for (int x = -2; x <= 2; x++) |
505 | for (y = -2; y <= 2; y++) |
498 | for (int y = -2; y <= 2; y++) |
506 | op->contr->blocked_los[dx + x][dy + y] = 0; |
499 | op->contr->blocked_los[dx + x][dy + y] = 0; |
507 | } |
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|
508 | } |
500 | } |
509 | |
501 | |
510 | /* update all_map_los is like update_all_los below, |
502 | /* update all_map_los is like update_all_los below, |
511 | * but updates everyone on the map, no matter where they |
503 | * but updates everyone on the map, no matter where they |
512 | * are. This generally should not be used, as a per |
504 | * are. This generally should not be used, as a per |