ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/los.C
(Generate patch)

Comparing deliantra/server/common/los.C (file contents):
Revision 1.17 by root, Sun Jan 7 02:39:13 2007 UTC vs.
Revision 1.18 by root, Mon Jan 15 01:39:42 2007 UTC

394#endif 394#endif
395 for (ax = basex - light; ax <= basex + light; ax++) 395 for (ax = basex - light; ax <= basex + light; ax++)
396 { 396 {
397 if (ax < 0 || ax >= op->contr->ns->mapx) 397 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue; 398 continue;
399
399 for (ay = basey - light; ay <= basey + light; ay++) 400 for (ay = basey - light; ay <= basey + light; ay++)
400 { 401 {
401 if (ay < 0 || ay >= op->contr->ns->mapy) 402 if (ay < 0 || ay >= op->contr->ns->mapy)
402 continue; 403 continue;
403 404
410 */ 411 */
411 if (op->contr->blocked_los[ax][ay] != 100) 412 if (op->contr->blocked_los[ax][ay] != 100)
412 { 413 {
413 x1 = abs (basex - ax) * abs (basex - ax); 414 x1 = abs (basex - ax) * abs (basex - ax);
414 y1 = abs (basey - ay) * abs (basey - ay); 415 y1 = abs (basey - ay) * abs (basey - ay);
415 if (light > 0) 416
416 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);
417 if (light < 0)
418 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);
419 } 419 }
420 } /* for ay */ 420 }
421 } /* for ax */ 421 }
422 } /* if this space is providing light */ 422 }
423 } /* for y */ 423 }
424 } /* for x */ 424 }
425 425
426 /* Outdoor should never really be completely pitch black dark like 426 /* Outdoor should never really be completely pitch black dark like
427 * 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
428 */ 428 */
429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
436 { 436 {
437 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))
438 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;
439 } 439 }
440 } 440 }
441
441 /* grant some vision to the player, based on the darklevel */ 442 /* grant some vision to the player, based on the darklevel */
442 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
444 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))
445 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] -=
449/* blinded_sight() - sets all veiwable squares to blocked except 450/* blinded_sight() - sets all veiwable squares to blocked except
450 * 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
451 * 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
452 * really need for any reasonable game play. 453 * really need for any reasonable game play.
453 */ 454 */
454
455static void 455static void
456blinded_sight (object *op) 456blinded_sight (object *op)
457{ 457{
458 int x, y; 458 int x, y;
459 459

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines