--- deliantra/server/common/los.C 2007/01/15 21:06:18 1.19 +++ deliantra/server/common/los.C 2007/03/11 02:12:44 1.24 @@ -43,7 +43,11 @@ 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 +96,12 @@ 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 +128,9 @@ */ 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 +174,6 @@ * 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) { @@ -298,7 +294,6 @@ if (op->map->darkness > 0) /* player is on a dark map */ expand_lighted_sight (op); - /* clear mark squares */ for (x = 0; x < op->contr->ns->mapx; x++) for (y = 0; y < op->contr->ns->mapy; y++) @@ -306,9 +301,6 @@ op->contr->blocked_los[x][y] = 0; } - - - /* returns true if op carries one or more lights * This is a trivial function now days, but it used to * be a bit longer. Probably better for callers to just @@ -490,21 +482,17 @@ for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) check_wall (op, x, y); - /* do the los of the player. 3 (potential) cases */ if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ blinded_sight (op); else expand_sight (op); + //TODO: no range-checking whatsoever :( if (QUERY_FLAG (op, FLAG_XRAYS)) - { - int x, y; - - for (x = -2; x <= 2; x++) - for (y = -2; y <= 2; y++) - op->contr->blocked_los[dx + x][dy + y] = 0; - } + for (int x = -2; x <= 2; x++) + for (int y = -2; y <= 2; y++) + op->contr->blocked_los[dx + x][dy + y] = 0; } /* update all_map_los is like update_all_los below,