1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra 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 |
… | |
… | |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <cmath> |
25 | #include <cmath> |
26 | |
26 | |
27 | #define SEE_IN_DARK_RADIUS 3 |
27 | #define SEE_IN_DARK_RADIUS 2 |
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28 | #define MAX_VISION 10 // maximum visible radius |
28 | |
29 | |
29 | // los flags |
30 | // los flags |
30 | enum { |
31 | enum { |
31 | FLG_XI = 0x01, // we have an x-parent |
32 | FLG_XI = 0x01, // we have an x-parent |
32 | FLG_YI = 0x02, // we have an y-parent |
33 | FLG_YI = 0x02, // we have an y-parent |
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101 | // still is basically the same algorithm. |
102 | // still is basically the same algorithm. |
102 | static void |
103 | static void |
103 | calculate_los (player *pl) |
104 | calculate_los (player *pl) |
104 | { |
105 | { |
105 | { |
106 | { |
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107 | memset (los, 0, sizeof (los)); |
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108 | |
106 | // we keep one line for ourselves, for the border flag |
109 | // we keep one line for ourselves, for the border flag |
107 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
110 | // so the client area is actually MAP_CLIENT_(X|Y) - 2 |
108 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
111 | int half_x = min (LOS_X0 - 1, pl->ns->mapx / 2); |
109 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
112 | int half_y = min (LOS_Y0 - 1, pl->ns->mapy / 2); |
110 | |
113 | |
… | |
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118 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
121 | los [LOS_X0 + (half_x + 1)][dy + LOS_Y0].flags = FLG_QUEUED; |
119 | |
122 | |
120 | // now reset the los area and also add blocked flags |
123 | // now reset the los area and also add blocked flags |
121 | // which supposedly is faster than doing it inside the |
124 | // which supposedly is faster than doing it inside the |
122 | // spiral path algorithm below, except when very little |
125 | // spiral path algorithm below, except when very little |
123 | // area is visible, in which case it is slower, evening |
126 | // area is visible, in which case it is slower. which evens |
124 | // out los calculation times between large and small los maps. |
127 | // out los calculation times between large and small los maps. |
125 | // apply_lights also iterates over this area, maybe these |
128 | // apply_lights also iterates over this area, maybe these |
126 | // two passes could be combined somehow. |
129 | // two passes could be combined somehow. |
127 | rectangular_mapspace_iterate_begin (pl->observe, -half_x, half_x, -half_y, half_y) |
130 | unordered_mapwalk (pl->observe, -half_x, -half_y, half_x, half_y) |
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131 | { |
128 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
132 | los_info &l = los [LOS_X0 + dx][LOS_Y0 + dy]; |
129 | l.flags = m && m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
133 | l.flags = m->at (nx, ny).flags () & P_BLOCKSVIEW ? FLG_BLOCKED : 0; |
130 | rectangular_mapspace_iterate_end |
134 | } |
131 | } |
135 | } |
132 | |
136 | |
133 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
137 | q1 = 0; q2 = 0; // initialise queue, not strictly required |
134 | enqueue (0, 0); // enqueue center |
138 | enqueue (0, 0); // enqueue center |
135 | |
139 | |
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265 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
269 | if (dy <= 0) enqueue (dx, dy - 1, FLG_YI); |
266 | } |
270 | } |
267 | } |
271 | } |
268 | } |
272 | } |
269 | |
273 | |
270 | /* returns true if op carries one or more lights |
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271 | * This is a trivial function now days, but it used to |
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272 | * be a bit longer. Probably better for callers to just |
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273 | * check the op->glow_radius instead of calling this. |
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274 | */ |
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275 | int |
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276 | has_carried_lights (const object *op) |
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277 | { |
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278 | /* op may glow! */ |
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279 | if (op->glow_radius > 0) |
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280 | return 1; |
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281 | |
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282 | return 0; |
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283 | } |
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284 | |
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285 | /* radius, distance => lightness adjust */ |
274 | /* radius, distance => lightness adjust */ |
286 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
275 | static sint8 light_atten[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1]; |
287 | static sint8 vision_atten[MAX_DARKNESS + SEE_IN_DARK_RADIUS + 1][(MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2 + 1]; |
276 | static sint8 vision_atten[MAX_VISION + 1][MAX_VISION * 3 / 2 + 1]; |
288 | |
277 | |
289 | static struct los_init |
278 | static struct los_init |
290 | { |
279 | { |
291 | los_init () |
280 | los_init () |
292 | { |
281 | { |
… | |
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299 | { |
288 | { |
300 | // max intensity |
289 | // max intensity |
301 | int intensity = min (LOS_MAX, abs (radius) + 1); |
290 | int intensity = min (LOS_MAX, abs (radius) + 1); |
302 | |
291 | |
303 | // actual intensity |
292 | // actual intensity |
304 | intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); |
293 | intensity = max (0, lerp_ru (distance, 0, abs (radius) + 1, intensity, 0)); |
305 | |
294 | |
306 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
295 | light_atten [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 |
307 | ? min (3, intensity) |
296 | ? min (3, intensity) |
308 | : LOS_MAX - intensity; |
297 | : LOS_MAX - intensity; |
309 | } |
298 | } |
310 | |
299 | |
311 | /* for general vision */ |
300 | /* for general vision */ |
312 | for (int radius = 0; radius <= MAX_DARKNESS + SEE_IN_DARK_RADIUS; ++radius) |
301 | for (int radius = 0; radius <= MAX_VISION; ++radius) |
313 | for (int distance = 0; distance <= (MAX_DARKNESS + SEE_IN_DARK_RADIUS) * 3 / 2; ++distance) |
302 | for (int distance = 0; distance <= MAX_VISION * 3 / 2; ++distance) |
314 | vision_atten [radius][distance] = distance <= radius ? 3 : 4; |
303 | vision_atten [radius][distance] = distance <= radius ? clamp (lerp (radius, 0, MAX_DARKNESS, 3, 0), 0, 3) : 4; |
315 | } |
304 | } |
316 | } los_init; |
305 | } los_init; |
317 | |
306 | |
318 | sint8 |
307 | sint8 |
319 | los_brighten (sint8 b, sint8 l) |
308 | los_brighten (sint8 b, sint8 l) |
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360 | |
349 | |
361 | int half_x = pl->ns->mapx / 2; |
350 | int half_x = pl->ns->mapx / 2; |
362 | int half_y = pl->ns->mapy / 2; |
351 | int half_y = pl->ns->mapy / 2; |
363 | |
352 | |
364 | int pass2 = 0; // negative lights have an extra pass |
353 | int pass2 = 0; // negative lights have an extra pass |
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354 | |
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355 | maprect *rects = pl->observe->map->split_to_tiles ( |
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356 | pl->observe->x - half_x - MAX_LIGHT_RADIUS, |
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357 | pl->observe->y - half_y - MAX_LIGHT_RADIUS, |
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358 | pl->observe->x + half_x + MAX_LIGHT_RADIUS + 1, |
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359 | pl->observe->y + half_y + MAX_LIGHT_RADIUS + 1 |
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360 | ); |
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361 | |
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362 | /* If the player can see in the dark, increase light/vision radius */ |
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363 | int bonus = op->flag [FLAG_SEE_IN_DARK] ? SEE_IN_DARK_RADIUS : 0; |
365 | |
364 | |
366 | if (!darklevel) |
365 | if (!darklevel) |
367 | pass2 = 1; |
366 | pass2 = 1; |
368 | else |
367 | else |
369 | { |
368 | { |
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376 | * Only process the area of interest. |
375 | * Only process the area of interest. |
377 | * the basex, basey values represent the position in the op->contr->los |
376 | * the basex, basey values represent the position in the op->contr->los |
378 | * array. Its easier to just increment them here (and start with the right |
377 | * array. Its easier to just increment them here (and start with the right |
379 | * value) than to recalculate them down below. |
378 | * value) than to recalculate them down below. |
380 | */ |
379 | */ |
381 | rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS) |
380 | for (maprect *r = rects; r->m; ++r) |
382 | if (m) |
381 | rect_mapwalk (r, 0, 0) |
383 | { |
382 | { |
384 | mapspace &ms = m->at (nx, ny); |
383 | mapspace &ms = m->at (nx, ny); |
385 | ms.update (); |
384 | ms.update (); |
386 | sint8 light = ms.light; |
385 | sint8 light = ms.light; |
387 | |
386 | |
388 | if (expect_false (light)) |
387 | if (expect_false (light)) |
389 | if (light < 0) |
388 | if (light < 0) |
390 | pass2 = 1; |
389 | pass2 = 1; |
391 | else |
390 | else |
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391 | { |
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392 | light = clamp (light + bonus, 0, MAX_LIGHT_RADIUS); |
392 | apply_light<los_brighten> (pl, dx, dy, light, light_atten [light + MAX_LIGHT_RADIUS]); |
393 | apply_light<los_brighten> (pl, dx - pl->observe->x, dy - pl->observe->y, light, light_atten [light + MAX_LIGHT_RADIUS]); |
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394 | } |
393 | } |
395 | } |
394 | rectangular_mapspace_iterate_end |
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395 | |
396 | |
396 | /* grant some vision to the player, based on the darklevel */ |
397 | /* grant some vision to the player, based on outside, outdoor, and darklevel */ |
397 | { |
398 | { |
398 | int light = clamp (MAX_DARKNESS - darklevel, 0, MAX_DARKNESS); |
399 | int light; |
399 | |
400 | |
400 | /* If the player can see in the dark, lower the darklevel for him */ |
401 | if (!op->map->outdoor) // not outdoor, darkness becomes light radius |
401 | if (op->flag [FLAG_SEE_IN_DARK]) |
402 | light = MAX_DARKNESS - op->map->darkness; |
402 | light += SEE_IN_DARK_RADIUS; |
403 | else if (op->map->darkness > 0) // outdoor and darkness > 0 => use darkness as max radius |
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404 | light = lerp_rd (maptile::outdoor_darkness + 0, 0, MAX_DARKNESS, MAX_DARKNESS - op->map->darkness, 0); |
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405 | else // outdoor and darkness <= 0 => start wide and decrease quickly |
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406 | light = lerp (maptile::outdoor_darkness + op->map->darkness, 0, MAX_DARKNESS, MAX_VISION, 2); |
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407 | |
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408 | light = clamp (light + bonus, 0, MAX_VISION); |
403 | |
409 | |
404 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
410 | apply_light<los_brighten> (pl, 0, 0, light, vision_atten [light]); |
405 | } |
411 | } |
406 | } |
412 | } |
407 | |
413 | |
408 | // possibly do 2nd pass for rare negative glow radii |
414 | // possibly do 2nd pass for rare negative glow radii |
409 | // for effect, those are always considered to be stronger than anything else |
415 | // for effect, those are always considered to be stronger than anything else |
410 | // but they can't darken a place completely |
416 | // but they can't darken a place completely |
411 | if (pass2) |
417 | if (pass2) |
412 | rectangular_mapspace_iterate_begin (pl->observe, -half_x - MAX_LIGHT_RADIUS, half_x + MAX_LIGHT_RADIUS, -half_y - MAX_LIGHT_RADIUS, half_y + MAX_LIGHT_RADIUS) |
418 | for (maprect *r = rects; r->m; ++r) |
413 | if (m) |
419 | rect_mapwalk (r, 0, 0) |
414 | { |
420 | { |
415 | mapspace &ms = m->at (nx, ny); |
421 | mapspace &ms = m->at (nx, ny); |
416 | ms.update (); |
422 | ms.update (); |
417 | sint8 light = ms.light; |
423 | sint8 light = ms.light; |
418 | |
424 | |
419 | if (expect_false (light < 0)) |
425 | if (expect_false (light < 0)) |
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426 | { |
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427 | light = clamp (light - bonus, 0, MAX_DARKNESS); |
420 | apply_light<los_darken> (pl, dx, dy, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
428 | apply_light<los_darken> (pl, dx - pl->observe->x, dy - pl->observe->y, -light, light_atten [light + MAX_LIGHT_RADIUS]); |
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429 | } |
421 | } |
430 | } |
422 | rectangular_mapspace_iterate_end |
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423 | } |
431 | } |
424 | |
432 | |
425 | /* blinded_sight() - sets all viewable squares to blocked except |
433 | /* blinded_sight() - sets all viewable squares to blocked except |
426 | * for the one the central one that the player occupies. A little |
434 | * for the one the central one that the player occupies. A little |
427 | * odd that you can see yourself (and what your standing on), but |
435 | * odd that you can see yourself (and what your standing on), but |
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504 | * check as a safety |
512 | * check as a safety |
505 | */ |
513 | */ |
506 | if (!pl->ob || !pl->ob->map || !pl->ns) |
514 | if (!pl->ob || !pl->ob->map || !pl->ns) |
507 | continue; |
515 | continue; |
508 | |
516 | |
509 | /* Same map is simple case - see if pl is close enough. |
517 | rv_vector rv; |
510 | * Note in all cases, we did the check for same map first, |
518 | |
511 | * and then see if the player is close enough and update |
519 | get_rangevector_from_mapcoord (map, x, y, pl->ob, &rv); |
512 | * los if that is the case. If the player is on the |
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513 | * corresponding map, but not close enough, then the |
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514 | * player can't be on another map that may be closer, |
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515 | * so by setting it up this way, we trim processing |
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516 | * some. |
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517 | */ |
520 | |
518 | if (pl->ob->map == map) |
521 | if ((abs (rv.distance_x) <= pl->ns->mapx / 2) && (abs (rv.distance_y) <= pl->ns->mapy / 2)) |
519 | { |
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520 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
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521 | pl->do_los = 1; |
522 | pl->do_los = 1; |
522 | } |
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523 | |
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524 | /* Now we check to see if player is on adjacent |
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525 | * maps to the one that changed and also within |
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526 | * view. The tile_maps[] could be null, but in that |
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527 | * case it should never match the pl->ob->map, so |
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528 | * we want ever try to dereference any of the data in it. |
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529 | * |
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530 | * The logic for 0 and 3 is to see how far the player is |
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531 | * from the edge of the map (height/width) - pl->ob->(x,y) |
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532 | * and to add current position on this map - that gives a |
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533 | * distance. |
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534 | * For 1 and 2, we check to see how far the given |
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535 | * coordinate (x,y) is from the corresponding edge, |
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536 | * and then add the players location, which gives |
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537 | * a distance. |
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538 | */ |
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539 | else if (pl->ob->map == map->tile_map[0]) |
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540 | { |
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541 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) |
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542 | pl->do_los = 1; |
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543 | } |
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544 | else if (pl->ob->map == map->tile_map[2]) |
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545 | { |
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546 | if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) |
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547 | pl->do_los = 1; |
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548 | } |
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549 | else if (pl->ob->map == map->tile_map[1]) |
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550 | { |
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551 | if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
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552 | pl->do_los = 1; |
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553 | } |
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554 | else if (pl->ob->map == map->tile_map[3]) |
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555 | { |
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556 | if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) |
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557 | pl->do_los = 1; |
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558 | } |
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559 | } |
523 | } |
560 | } |
524 | } |
561 | |
525 | |
562 | static const int season_darkness[5][HOURS_PER_DAY] = { |
526 | static const int season_darkness[5][HOURS_PER_DAY] = { |
563 | /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */ |
527 | /*0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 1 2 3 4 5 6 7 8 9 10 11 12 13 */ |
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636 | if (pl->ob->map == op->map && |
600 | if (pl->ob->map == op->map && |
637 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
601 | pl->ob->y - pl->ns->mapy / 2 <= op->y && |
638 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
602 | pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x) |
639 | pl->do_los = 1; |
603 | pl->do_los = 1; |
640 | } |
604 | } |
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605 | |