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Comparing deliantra/server/common/los.C (file contents):
Revision 1.3 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.24 by root, Sun Mar 11 02:12:44 2007 UTC

1/* 1/*
2 * static char *rcsid_los_c =
3 * "$Id: los.C,v 1.3 2006/09/03 00:18:40 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
30 26
31#include <global.h> 27#include <global.h>
32#include <funcpoint.h> 28#include <funcpoint.h>
33#include <math.h> 29#include <math.h>
34
35 30
36/* Distance must be less than this for the object to be blocked. 31/* Distance must be less than this for the object to be blocked.
37 * An object is 1.0 wide, so if set to 0.5, it means the object 32 * An object is 1.0 wide, so if set to 0.5, it means the object
38 * that blocks half the view (0.0 is complete block) will 33 * that blocks half the view (0.0 is complete block) will
39 * block view in our tables. 34 * block view in our tables.
40 * .4 or less lets you see through walls. .5 is about right. 35 * .4 or less lets you see through walls. .5 is about right.
41 */ 36 */
42 37
43#define SPACE_BLOCK 0.5 38#define SPACE_BLOCK 0.5
44 39
45typedef struct blstr { 40typedef struct blstr
41{
46 int x[4],y[4]; 42 int x[4], y[4];
47 int index; 43 int index;
48} blocks; 44} blocks;
49 45
46// 31/32 == a speed hack
47// we would like to use 32 for speed, but the code loops endlessly
48// then, reason not yet identified, so only make the array use 32,
49// not the define's.
50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
51 51
52static void expand_lighted_sight(object *op); 52static void expand_lighted_sight (object *op);
53 53
54/* 54/*
55 * Used to initialise the array used by the LOS routines. 55 * Used to initialise the array used by the LOS routines.
56 * What this sets if that x,y blocks the view of bx,by 56 * What this sets if that x,y blocks the view of bx,by
57 * This then sets up a relation - for example, something 57 * This then sets up a relation - for example, something
59 * etc. So when we check 5,4 and find it block, we have 59 * etc. So when we check 5,4 and find it block, we have
60 * the data to know that 5,3 and 5,2 and 5,1 should also 60 * the data to know that 5,3 and 5,2 and 5,1 should also
61 * be blocked. 61 * be blocked.
62 */ 62 */
63 63
64static void
64static void set_block(int x, int y, int bx, int by) { 65set_block (int x, int y, int bx, int by)
66{
65 int index=block[x][y].index,i; 67 int index = block[x][y].index, i;
66 68
67 /* Due to flipping, we may get duplicates - better safe than sorry. 69 /* Due to flipping, we may get duplicates - better safe than sorry.
68 */ 70 */
69 for (i=0; i<index; i++) { 71 for (i = 0; i < index; i++)
72 {
70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; 73 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
74 return;
71 } 75 }
72 76
73 block[x][y].x[index]=bx; 77 block[x][y].x[index] = bx;
74 block[x][y].y[index]=by; 78 block[x][y].y[index] = by;
75 block[x][y].index++; 79 block[x][y].index++;
76#ifdef LOS_DEBUG 80#ifdef LOS_DEBUG
77 LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, 81 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
78 block[x][y].index);
79#endif 82#endif
80} 83}
81 84
82/* 85/*
83 * initialises the array used by the LOS routines. 86 * initialises the array used by the LOS routines.
87 * these spaces could possibly get blocked, since these 90 * these spaces could possibly get blocked, since these
88 * are the only ones further out that are still possibly in the 91 * are the only ones further out that are still possibly in the
89 * sightline. 92 * sightline.
90 */ 93 */
91 94
95void
92void init_block(void) { 96init_block (void)
97{
93 int x,y, dx, dy, i; 98 int x, y, dx, dy, i;
94 static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; 99 static int block_x[3] = { -1, -1, 0 },
100 block_y[3] = { -1, 0, -1 };
95 101
96 for(x=0;x<MAP_CLIENT_X;x++) 102 for (x = 0; x < MAP_CLIENT_X; x++)
97 for(y=0;y<MAP_CLIENT_Y;y++) { 103 for (y = 0; y < MAP_CLIENT_Y; y++)
98 block[x][y].index=0; 104 block[x][y].index = 0;
99 }
100 105
101 106
102 /* The table should be symmetric, so only do the upper left 107 /* The table should be symmetric, so only do the upper left
103 * quadrant - makes the processing easier. 108 * quadrant - makes the processing easier.
104 */ 109 */
105 for (x=1; x<=MAP_CLIENT_X/2; x++) { 110 for (x = 1; x <= MAP_CLIENT_X / 2; x++)
111 {
106 for (y=1; y<=MAP_CLIENT_Y/2; y++) { 112 for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
113 {
107 for (i=0; i< 3; i++) { 114 for (i = 0; i < 3; i++)
115 {
108 dx = x + block_x[i]; 116 dx = x + block_x[i];
109 dy = y + block_y[i]; 117 dy = y + block_y[i];
110 118
111 /* center space never blocks */ 119 /* center space never blocks */
112 if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; 120 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
121 continue;
113 122
114 /* If its a straight line, its blocked */ 123 /* If its a straight line, its blocked */
115 if ((dx == x && x == MAP_CLIENT_X/2) || 124 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
116 (dy==y && y == MAP_CLIENT_Y/2)) { 125 {
117 /* For simplicity, we mirror the coordinates to block the other 126 /* For simplicity, we mirror the coordinates to block the other
118 * quadrants. 127 * quadrants.
119 */ 128 */
120 set_block(x, y, dx, dy); 129 set_block (x, y, dx, dy);
121 if (x == MAP_CLIENT_X/2) { 130 if (x == MAP_CLIENT_X / 2)
122 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); 131 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
123 } else if (y == MAP_CLIENT_Y/2) { 132 else if (y == MAP_CLIENT_Y / 2)
124 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 133 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
125 } 134 }
126 } else { 135 else
136 {
127 float d1, r, s,l; 137 float d1, r, s, l;
128 138
129 /* We use the algorihm that found out how close the point 139 /* We use the algorihm that found out how close the point
130 * (x,y) is to the line from dx,dy to the center of the viewable 140 * (x,y) is to the line from dx,dy to the center of the viewable
131 * area. l is the distance from x,y to the line. 141 * area. l is the distance from x,y to the line.
132 * r is more a curiosity - it lets us know what direction (left/right) 142 * r is more a curiosity - it lets us know what direction (left/right)
133 * the line is off 143 * the line is off
134 */ 144 */
135 145
136 d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); 146 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
137 r = (float)((dy-y)*(dy - MAP_CLIENT_Y/2) - (dx-x)*(MAP_CLIENT_X/2-dx))/d1; 147 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
138 s = (float)((dy-y)*(MAP_CLIENT_X/2 - dx ) - (dx-x)*(MAP_CLIENT_Y/2-dy))/d1; 148 s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
139 l = FABS(sqrt(d1) * s); 149 l = FABS (sqrt (d1) * s);
140 150
141 if (l <= SPACE_BLOCK) { 151 if (l <= SPACE_BLOCK)
152 {
142 /* For simplicity, we mirror the coordinates to block the other 153 /* For simplicity, we mirror the coordinates to block the other
143 * quadrants. 154 * quadrants.
144 */ 155 */
145 set_block(x,y,dx,dy); 156 set_block (x, y, dx, dy);
146 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 157 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
147 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy - 1); 158 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
148 set_block(MAP_CLIENT_X -x-1, MAP_CLIENT_Y -y-1, MAP_CLIENT_X - dx-1, MAP_CLIENT_Y - dy-1); 159 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
149 } 160 }
150 } 161 }
151 } 162 }
152 } 163 }
153 } 164 }
161 * that if some particular space is blocked, it blocks 172 * that if some particular space is blocked, it blocks
162 * the view of the spaces 'behind' it, and those blocked 173 * the view of the spaces 'behind' it, and those blocked
163 * spaces behind it may block other spaces, etc. 174 * spaces behind it may block other spaces, etc.
164 * In this way, the chain of visibility is set. 175 * In this way, the chain of visibility is set.
165 */ 176 */
166 177static void
167static void set_wall(object *op,int x,int y) { 178set_wall (object *op, int x, int y)
179{
168 int i; 180 int i;
169 181
170 for(i=0;i<block[x][y].index;i++) { 182 for (i = 0; i < block[x][y].index; i++)
183 {
171 int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; 184 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
172 185
173 /* ax, ay are the values as adjusted to be in the 186 /* ax, ay are the values as adjusted to be in the
174 * socket look structure. 187 * socket look structure.
175 */ 188 */
176 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 189 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
177 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 190 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
178 191
179 if (ax < 0 || ax>=op->contr->socket.mapx || 192 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
180 ay < 0 || ay>=op->contr->socket.mapy) continue; 193 continue;
181#if 0 194#if 0
182 LOG(llevDebug, "blocked %d %d -> %d %d\n", 195 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
183 dx, dy, ax, ay);
184#endif 196#endif
185 /* we need to adjust to the fact that the socket 197 /* we need to adjust to the fact that the socket
186 * code wants the los to start from the 0,0 198 * code wants the los to start from the 0,0
187 * and not be relative to middle of los array. 199 * and not be relative to middle of los array.
188 */ 200 */
189 op->contr->blocked_los[ax][ay]=100; 201 op->contr->blocked_los[ax][ay] = 100;
190 set_wall(op,dx,dy); 202 set_wall (op, dx, dy);
191 } 203 }
192} 204}
193 205
194/* 206/*
195 * Used to initialise the array used by the LOS routines. 207 * Used to initialise the array used by the LOS routines.
196 * op is the object, x and y values based on MAP_CLIENT_X and Y. 208 * op is the object, x and y values based on MAP_CLIENT_X and Y.
197 * this is because they index the blocked[][] arrays. 209 * this is because they index the blocked[][] arrays.
198 */ 210 */
199 211
212static void
200static void check_wall(object *op,int x,int y) { 213check_wall (object *op, int x, int y)
214{
201 int ax, ay; 215 int ax, ay;
202 216
203 if(!block[x][y].index) 217 if (!block[x][y].index)
204 return; 218 return;
205 219
206 /* ax, ay are coordinates as indexed into the look window */ 220 /* ax, ay are coordinates as indexed into the look window */
207 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 221 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
208 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 222 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
209 223
210 /* If the converted coordinates are outside the viewable 224 /* If the converted coordinates are outside the viewable
211 * area for the client, return now. 225 * area for the client, return now.
212 */ 226 */
213 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 227 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
214 return; 228 return;
215 229
216#if 0 230#if 0
217 LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 231 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
218 ax, ay, x, y, op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2); 232 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
219#endif 233#endif
220 234
221 /* If this space is already blocked, prune the processing - presumably 235 /* If this space is already blocked, prune the processing - presumably
222 * whatever has set this space to be blocked has done the work and already 236 * whatever has set this space to be blocked has done the work and already
223 * done the dependency chain. 237 * done the dependency chain.
224 */ 238 */
225 if (op->contr->blocked_los[ax][ay] == 100) return; 239 if (op->contr->blocked_los[ax][ay] == 100)
240 return;
226 241
227 242
228 if(get_map_flags(op->map, NULL, 243 if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
229 op->x + x - MAP_CLIENT_X/2, op->y + y - MAP_CLIENT_Y/2,
230 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
231 set_wall(op,x,y); 244 set_wall (op, x, y);
232} 245}
233 246
234/* 247/*
235 * Clears/initialises the los-array associated to the player 248 * Clears/initialises the los-array associated to the player
236 * controlling the object. 249 * controlling the object.
237 */ 250 */
238 251
252void
239void clear_los(object *op) { 253clear_los (object *op)
254{
240 /* This is safer than using the socket->mapx, mapy because 255 /* This is safer than using the ns->mapx, mapy because
241 * we index the blocked_los as a 2 way array, so clearing 256 * we index the blocked_los as a 2 way array, so clearing
242 * the first z spaces may not not cover the spaces we are 257 * the first z spaces may not not cover the spaces we are
243 * actually going to use 258 * actually going to use
244 */ 259 */
245 (void)memset((void *) op->contr->blocked_los,0, 260 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
246 MAP_CLIENT_X * MAP_CLIENT_Y);
247} 261}
248 262
249/* 263/*
250 * expand_sight goes through the array of what the given player is 264 * expand_sight goes through the array of what the given player is
251 * able to see, and expands the visible area a bit, so the player will, 265 * able to see, and expands the visible area a bit, so the player will,
252 * to a certain degree, be able to see into corners. 266 * to a certain degree, be able to see into corners.
253 * This is somewhat suboptimal, would be better to improve the formula. 267 * This is somewhat suboptimal, would be better to improve the formula.
254 */ 268 */
255 269
270static void
256static void expand_sight(object *op) 271expand_sight (object *op)
257{ 272{
258 int i,x,y, dx, dy; 273 int i, x, y, dx, dy;
259 274
260 for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ 275 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
261 for(y=1;y<op->contr->socket.mapy-1;y++) { 276 for (y = 1; y < op->contr->ns->mapy - 1; y++)
277 {
262 if (!op->contr->blocked_los[x][y] && 278 if (!op->contr->blocked_los[x][y] &&
263 !(get_map_flags(op->map,NULL, 279 !(get_map_flags (op->map, NULL,
264 op->x-op->contr->socket.mapx/2+x, 280 op->x - op->contr->ns->mapx / 2 + x,
265 op->y-op->contr->socket.mapy/2+y, 281 op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
266 NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { 282 {
267 283
268 for(i=1;i<=8;i+=1) { /* mark all directions */ 284 for (i = 1; i <= 8; i += 1)
285 { /* mark all directions */
269 dx = x + freearr_x[i]; 286 dx = x + freearr_x[i];
270 dy = y + freearr_y[i]; 287 dy = y + freearr_y[i];
271 if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 288 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
272 op->contr->blocked_los[dx][dy]= -1; 289 op->contr->blocked_los[dx][dy] = -1;
273 } 290 }
274 } 291 }
275 } 292 }
276 293
277 if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */ 294 if (op->map->darkness > 0) /* player is on a dark map */
278 expand_lighted_sight(op); 295 expand_lighted_sight (op);
279 296
280
281 /* clear mark squares */ 297 /* clear mark squares */
282 for (x = 0; x < op->contr->socket.mapx; x++) 298 for (x = 0; x < op->contr->ns->mapx; x++)
283 for (y = 0; y < op->contr->socket.mapy; y++) 299 for (y = 0; y < op->contr->ns->mapy; y++)
284 if (op->contr->blocked_los[x][y] < 0) 300 if (op->contr->blocked_los[x][y] < 0)
285 op->contr->blocked_los[x][y] = 0; 301 op->contr->blocked_los[x][y] = 0;
286} 302}
287
288
289
290 303
291/* returns true if op carries one or more lights 304/* returns true if op carries one or more lights
292 * This is a trivial function now days, but it used to 305 * This is a trivial function now days, but it used to
293 * be a bit longer. Probably better for callers to just 306 * be a bit longer. Probably better for callers to just
294 * check the op->glow_radius instead of calling this. 307 * check the op->glow_radius instead of calling this.
295 */ 308 */
296 309
310int
297int has_carried_lights(const object *op) { 311has_carried_lights (const object *op)
312{
298 /* op may glow! */ 313 /* op may glow! */
299 if(op->glow_radius>0) return 1; 314 if (op->glow_radius > 0)
300
301 return 0; 315 return 1;
316
317 return 0;
302} 318}
303 319
320static void
304static void expand_lighted_sight(object *op) 321expand_lighted_sight (object *op)
305{ 322{
306 int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; 323 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
307 mapstruct *m=op->map; 324 maptile *m = op->map;
308 sint16 nx, ny; 325 sint16 nx, ny;
309
310 darklevel = MAP_DARKNESS(m);
311 326
327 darklevel = m->darkness;
328
312 /* If the player can see in the dark, lower the darklevel for him */ 329 /* If the player can see in the dark, lower the darklevel for him */
313 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; 330 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
331 darklevel -= 2;
314 332
315 /* add light, by finding all (non-null) nearby light sources, then 333 /* add light, by finding all (non-null) nearby light sources, then
316 * mark those squares specially. If the darklevel<1, there is no 334 * mark those squares specially. If the darklevel<1, there is no
317 * reason to do this, so we skip this function 335 * reason to do this, so we skip this function
318 */ 336 */
319 337
320 if(darklevel<1) return; 338 if (darklevel < 1)
339 return;
321 340
322 /* Do a sanity check. If not valid, some code below may do odd 341 /* Do a sanity check. If not valid, some code below may do odd
323 * things. 342 * things.
324 */ 343 */
325 if (darklevel > MAX_DARKNESS) { 344 if (darklevel > MAX_DARKNESS)
345 {
326 LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", 346 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
327 &op->name, op->map->path, darklevel);
328 darklevel = MAX_DARKNESS; 347 darklevel = MAX_DARKNESS;
329 } 348 }
330 349
331 /* First, limit player furthest (unlighted) vision */ 350 /* First, limit player furthest (unlighted) vision */
332 for (x = 0; x < op->contr->socket.mapx; x++) 351 for (x = 0; x < op->contr->ns->mapx; x++)
333 for (y = 0; y < op->contr->socket.mapy; y++) 352 for (y = 0; y < op->contr->ns->mapy; y++)
334 if(op->contr->blocked_los[x][y]!=100) 353 if (op->contr->blocked_los[x][y] != 100)
335 op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; 354 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
336 355
337 /* the spaces[] darkness value contains the information we need. 356 /* the spaces[] darkness value contains the information we need.
338 * Only process the area of interest. 357 * Only process the area of interest.
339 * the basex, basey values represent the position in the op->contr->blocked_los 358 * the basex, basey values represent the position in the op->contr->blocked_los
340 * array. Its easier to just increment them here (and start with the right 359 * array. Its easier to just increment them here (and start with the right
341 * value) than to recalculate them down below. 360 * value) than to recalculate them down below.
342 */ 361 */
343 for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; 362 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
344 x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { 363 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
364 {
345 365
346 for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII; 366 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
347 y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) { 367 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
368 {
348 m = op->map; 369 m = op->map;
349 nx = x; 370 nx = x;
350 ny = y; 371 ny = y;
351 372
352 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 373 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
353 374
354 if (mflags & P_OUT_OF_MAP) continue; 375 if (mflags & P_OUT_OF_MAP)
376 continue;
355 377
356 /* This space is providing light, so we need to brighten up the 378 /* This space is providing light, so we need to brighten up the
357 * spaces around here. 379 * spaces around here.
358 */ 380 */
359 light = GET_MAP_LIGHT(m, nx, ny); 381 light = GET_MAP_LIGHT (m, nx, ny);
360 if (light != 0) { 382 if (light != 0)
383 {
361#if 0 384#if 0
362 LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", 385 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
363 x, y, basex, basey);
364#endif 386#endif
365 for (ax=basex - light; ax<=basex+light; ax++) { 387 for (ax = basex - light; ax <= basex + light; ax++)
388 {
366 if (ax<0 || ax>=op->contr->socket.mapx) continue; 389 if (ax < 0 || ax >= op->contr->ns->mapx)
390 continue;
391
367 for (ay=basey - light; ay<=basey+light; ay++) { 392 for (ay = basey - light; ay <= basey + light; ay++)
393 {
368 if (ay<0 || ay>=op->contr->socket.mapy) continue; 394 if (ay < 0 || ay >= op->contr->ns->mapy)
395 continue;
369 396
370 /* If the space is fully blocked, do nothing. Otherwise, we 397 /* If the space is fully blocked, do nothing. Otherwise, we
371 * brighten the space. The further the light is away from the 398 * brighten the space. The further the light is away from the
372 * source (basex-x), the less effect it has. Though light used 399 * source (basex-x), the less effect it has. Though light used
373 * to dim in a square manner, it now dims in a circular manner 400 * to dim in a square manner, it now dims in a circular manner
374 * using the the pythagorean theorem. glow_radius still 401 * using the the pythagorean theorem. glow_radius still
375 * represents the radius 402 * represents the radius
376 */ 403 */
377 if(op->contr->blocked_los[ax][ay]!=100) { 404 if (op->contr->blocked_los[ax][ay] != 100)
378 x1 = abs(basex-ax)*abs(basex-ax); 405 {
379 y1 = abs(basey-ay)*abs(basey-ay); 406 x1 = abs (basex - ax) * abs (basex - ax);
407 y1 = abs (basey - ay) * abs (basey - ay);
408
380 if (light > 0) op->contr->blocked_los[ax][ay]-= MAX((light - isqrt(x1 + y1)), 0); 409 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
381 if (light < 0) op->contr->blocked_los[ax][ay]-= MIN((light + isqrt(x1 + y1)), 0); 410 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
382 } 411 }
383 } /* for ay */ 412 }
384 } /* for ax */ 413 }
385 } /* if this space is providing light */
386 } /* for y */
387 } /* for x */
388
389 /* Outdoor should never really be completely pitch black dark like
390 * a dungeon, so let the player at least see a little around themselves
391 */
392 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) {
393 if (op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] > (MAX_DARKNESS-3))
394 op->contr->blocked_los[op->contr->socket.mapx/2][op->contr->socket.mapy/2] = MAX_DARKNESS - 3;
395
396 for (x=-1; x<=1; x++)
397 for (y=-1; y<=1; y++) {
398 if (op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] > (MAX_DARKNESS-2))
399 op->contr->blocked_los[x + op->contr->socket.mapx/2][y + op->contr->socket.mapy/2] = MAX_DARKNESS - 2;
400 } 414 }
415 }
416 }
417
418 /* Outdoor should never really be completely pitch black dark like
419 * a dungeon, so let the player at least see a little around themselves
420 */
421 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
401 } 422 {
423 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
424 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
425
426 for (x = -1; x <= 1; x++)
427 for (y = -1; y <= 1; y++)
428 {
429 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
430 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
431 }
432 }
433
402 /* grant some vision to the player, based on the darklevel */ 434 /* grant some vision to the player, based on the darklevel */
403 for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) 435 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
404 for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) 436 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
405 if(!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) 437 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
406 op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-= 438 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
407 MAX(0,6 -darklevel - MAX(abs(x),abs(y))); 439 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
408} 440}
409 441
410/* blinded_sight() - sets all veiwable squares to blocked except 442/* blinded_sight() - sets all veiwable squares to blocked except
411 * for the one the central one that the player occupies. A little 443 * for the one the central one that the player occupies. A little
412 * odd that you can see yourself (and what your standing on), but 444 * odd that you can see yourself (and what your standing on), but
413 * really need for any reasonable game play. 445 * really need for any reasonable game play.
414 */ 446 */
415 447static void
416static void blinded_sight(object *op) { 448blinded_sight (object *op)
449{
417 int x,y; 450 int x, y;
418 451
419 for (x = 0; x < op->contr->socket.mapx; x++) 452 for (x = 0; x < op->contr->ns->mapx; x++)
420 for (y = 0; y < op->contr->socket.mapy; y++) 453 for (y = 0; y < op->contr->ns->mapy; y++)
421 op->contr->blocked_los[x][y] = 100; 454 op->contr->blocked_los[x][y] = 100;
422 455
423 op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; 456 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
424} 457}
425 458
426/* 459/*
427 * update_los() recalculates the array which specifies what is 460 * update_los() recalculates the array which specifies what is
428 * visible for the given player-object. 461 * visible for the given player-object.
429 */ 462 */
430 463
464void
431void update_los(object *op) { 465update_los (object *op)
466{
432 int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; 467 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
433 468
434 if(QUERY_FLAG(op,FLAG_REMOVED)) 469 if (QUERY_FLAG (op, FLAG_REMOVED))
435 return; 470 return;
436 471
437 clear_los(op); 472 clear_los (op);
438 if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) 473 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
439 return; 474 return;
440 475
441 /* For larger maps, this is more efficient than the old way which 476 /* For larger maps, this is more efficient than the old way which
442 * used the chaining of the block array. Since many space views could 477 * used the chaining of the block array. Since many space views could
443 * be blocked by different spaces in front, this mean that a lot of spaces 478 * be blocked by different spaces in front, this mean that a lot of spaces
444 * could be examined multile times, as each path would be looked at. 479 * could be examined multile times, as each path would be looked at.
445 */ 480 */
446 for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) 481 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
447 for (y=(MAP_CLIENT_Y - op->contr->socket.mapy)/2 - 1; y<(MAP_CLIENT_Y + op->contr->socket.mapy)/2 + 1; y++) 482 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
448 check_wall(op, x, y); 483 check_wall (op, x, y);
449 484
450
451 /* do the los of the player. 3 (potential) cases */ 485 /* do the los of the player. 3 (potential) cases */
452 if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ 486 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
453 blinded_sight(op); 487 blinded_sight (op);
454 else 488 else
455 expand_sight(op); 489 expand_sight (op);
456 490
491 //TODO: no range-checking whatsoever :(
457 if (QUERY_FLAG(op,FLAG_XRAYS)) { 492 if (QUERY_FLAG (op, FLAG_XRAYS))
458 int x, y;
459 for (x = -2; x <= 2; x++) 493 for (int x = -2; x <= 2; x++)
460 for (y = -2; y <= 2; y++) 494 for (int y = -2; y <= 2; y++)
461 op->contr->blocked_los[dx + x][dy + y] = 0; 495 op->contr->blocked_los[dx + x][dy + y] = 0;
462 }
463} 496}
464 497
465/* update all_map_los is like update_all_los below, 498/* update all_map_los is like update_all_los below,
466 * but updates everyone on the map, no matter where they 499 * but updates everyone on the map, no matter where they
467 * are. This generally should not be used, as a per 500 * are. This generally should not be used, as a per
468 * specific map change doesn't make much sense when tiling 501 * specific map change doesn't make much sense when tiling
469 * is considered (lowering darkness would certainly be a 502 * is considered (lowering darkness would certainly be a
470 * strange effect if done on a tile map, as it makes 503 * strange effect if done on a tile map, as it makes
471 * the distinction between maps much more obvious to the 504 * the distinction between maps much more obvious to the
472 * players, which is should not be. 505 * players, which is should not be.
473 * Currently, this function is called from the 506 * Currently, this function is called from the
474 * change_map_light function 507 * change_map_light function
475 */ 508 */
509void
476void update_all_map_los(mapstruct *map) { 510update_all_map_los (maptile *map)
477 player *pl; 511{
478 512 for_all_players (pl)
479 for(pl=first_player;pl!=NULL;pl=pl->next) { 513 if (pl->ob && pl->ob->map == map)
480 if(pl->ob->map==map)
481 pl->do_los=1; 514 pl->do_los = 1;
482 }
483} 515}
484
485 516
486/* 517/*
487 * This function makes sure that update_los() will be called for all 518 * This function makes sure that update_los() will be called for all
488 * players on the given map within the next frame. 519 * players on the given map within the next frame.
489 * It is triggered by removal or inserting of objects which blocks 520 * It is triggered by removal or inserting of objects which blocks
493 * means that just being on the same map is not sufficient - the 524 * means that just being on the same map is not sufficient - the
494 * space that changes must be withing your viewable area. 525 * space that changes must be withing your viewable area.
495 * 526 *
496 * map is the map that changed, x and y are the coordinates. 527 * map is the map that changed, x and y are the coordinates.
497 */ 528 */
498 529void
499void update_all_los(const mapstruct *map, int x, int y) { 530update_all_los (const maptile *map, int x, int y)
500 player *pl; 531{
501 532 for_all_players (pl)
502 for(pl=first_player;pl!=NULL;pl=pl->next) { 533 {
503 /* Player should not have a null map, but do this 534 /* Player should not have a null map, but do this
504 * check as a safety 535 * check as a safety
505 */ 536 */
506 if (!pl->ob->map) continue; 537 if (!pl->ob || !pl->ob->map || !pl->ns)
538 continue;
507 539
508 /* Same map is simple case - see if pl is close enough. 540 /* Same map is simple case - see if pl is close enough.
509 * Note in all cases, we did the check for same map first, 541 * Note in all cases, we did the check for same map first,
510 * and then see if the player is close enough and update 542 * and then see if the player is close enough and update
511 * los if that is the case. If the player is on the 543 * los if that is the case. If the player is on the
512 * corresponding map, but not close enough, then the 544 * corresponding map, but not close enough, then the
513 * player can't be on another map that may be closer, 545 * player can't be on another map that may be closer,
514 * so by setting it up this way, we trim processing 546 * so by setting it up this way, we trim processing
515 * some. 547 * some.
516 */ 548 */
517 if(pl->ob->map==map) { 549 if (pl->ob->map == map)
518 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 550 {
519 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 551 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
520 pl->do_los=1; 552 pl->do_los = 1;
521 } 553 }
554
522 /* Now we check to see if player is on adjacent 555 /* Now we check to see if player is on adjacent
523 * maps to the one that changed and also within 556 * maps to the one that changed and also within
524 * view. The tile_maps[] could be null, but in that 557 * view. The tile_maps[] could be null, but in that
525 * case it should never match the pl->ob->map, so 558 * case it should never match the pl->ob->map, so
526 * we want ever try to dereference any of the data in it. 559 * we want ever try to dereference any of the data in it.
527 */ 560 *
528
529 /* The logic for 0 and 3 is to see how far the player is 561 * The logic for 0 and 3 is to see how far the player is
530 * from the edge of the map (height/width) - pl->ob->(x,y) 562 * from the edge of the map (height/width) - pl->ob->(x,y)
531 * and to add current position on this map - that gives a 563 * and to add current position on this map - that gives a
532 * distance. 564 * distance.
533 * For 1 and 2, we check to see how far the given 565 * For 1 and 2, we check to see how far the given
534 * coordinate (x,y) is from the corresponding edge, 566 * coordinate (x,y) is from the corresponding edge,
535 * and then add the players location, which gives 567 * and then add the players location, which gives
536 * a distance. 568 * a distance.
537 */ 569 */
538 else if (pl->ob->map == map->tile_map[0]) { 570 else if (pl->ob->map == map->tile_map[0])
539 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 571 {
540 (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) 572 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
541 pl->do_los=1; 573 pl->do_los = 1;
542 } 574 }
543 else if (pl->ob->map == map->tile_map[2]) { 575 else if (pl->ob->map == map->tile_map[2])
544 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 576 {
545 (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) 577 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
546 pl->do_los=1; 578 pl->do_los = 1;
547 } 579 }
548 else if (pl->ob->map == map->tile_map[1]) { 580 else if (pl->ob->map == map->tile_map[1])
549 if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && 581 {
550 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 582 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
551 pl->do_los=1; 583 pl->do_los = 1;
552 } 584 }
553 else if (pl->ob->map == map->tile_map[3]) { 585 else if (pl->ob->map == map->tile_map[3])
554 if ((abs(x + MAP_WIDTH(map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx/2) && 586 {
555 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 587 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
556 pl->do_los=1; 588 pl->do_los = 1;
557 } 589 }
558 } 590 }
559} 591}
560 592
561/* 593/*
562 * Debug-routine which dumps the array which specifies the visible 594 * Debug-routine which dumps the array which specifies the visible
563 * area of a player. Triggered by the z key in DM mode. 595 * area of a player. Triggered by the z key in DM mode.
564 */ 596 */
565 597void
566void print_los(object *op) { 598print_los (object *op)
599{
567 int x,y; 600 int x, y;
568 char buf[50], buf2[10]; 601 char buf[50], buf2[10];
569 602
570 strcpy(buf," "); 603 strcpy (buf, " ");
604
571 for(x=0;x<op->contr->socket.mapx;x++) { 605 for (x = 0; x < op->contr->ns->mapx; x++)
606 {
572 sprintf(buf2,"%2d",x); 607 sprintf (buf2, "%2d", x);
573 strcat(buf,buf2); 608 strcat (buf, buf2);
574 } 609 }
610
575 new_draw_info(NDI_UNIQUE, 0, op, buf); 611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612
576 for(y=0;y<op->contr->socket.mapy;y++) { 613 for (y = 0; y < op->contr->ns->mapy; y++)
614 {
577 sprintf(buf,"%2d:",y); 615 sprintf (buf, "%2d:", y);
616
578 for(x=0;x<op->contr->socket.mapx;x++) { 617 for (x = 0; x < op->contr->ns->mapx; x++)
618 {
579 sprintf(buf2," %1d",op->contr->blocked_los[x][y]); 619 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
580 strcat(buf,buf2); 620 strcat (buf, buf2);
581 } 621 }
622
582 new_draw_info(NDI_UNIQUE, 0, op, buf); 623 new_draw_info (NDI_UNIQUE, 0, op, buf);
583 } 624 }
584} 625}
585 626
586/* 627/*
587 * make_sure_seen: The object is supposed to be visible through walls, thus 628 * make_sure_seen: The object is supposed to be visible through walls, thus
588 * check if any players are nearby, and edit their LOS array. 629 * check if any players are nearby, and edit their LOS array.
589 */ 630 */
590 631
632void
591void make_sure_seen(const object *op) { 633make_sure_seen (const object *op)
592 player *pl; 634{
593 635 for_all_players (pl)
594 for (pl = first_player; pl; pl = pl->next)
595 if (pl->ob->map == op->map && 636 if (pl->ob->map == op->map &&
596 pl->ob->y - pl->socket.mapy/2 <= op->y && 637 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
597 pl->ob->y + pl->socket.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)
598 pl->ob->x - pl->socket.mapx/2 <= op->x && 639 pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
599 pl->ob->x + pl->socket.mapx/2 >= op->x)
600 pl->blocked_los[pl->socket.mapx/2 + op->x - pl->ob->x]
601 [pl->socket.mapy/2 + op->y - pl->ob->y] = 0;
602} 640}
603 641
604/* 642/*
605 * make_sure_not_seen: The object which is supposed to be visible through 643 * make_sure_not_seen: The object which is supposed to be visible through
606 * walls has just been removed from the map, so update the los of any 644 * walls has just been removed from the map, so update the los of any
607 * players within its range 645 * players within its range
608 */ 646 */
609 647
648void
610void make_sure_not_seen(const object *op) { 649make_sure_not_seen (const object *op)
611 player *pl; 650{
612 for (pl = first_player; pl; pl = pl->next) 651 for_all_players (pl)
613 if (pl->ob->map == op->map && 652 if (pl->ob->map == op->map &&
614 pl->ob->y - pl->socket.mapy/2 <= op->y && 653 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
615 pl->ob->y + pl->socket.mapy/2 >= op->y && 654 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)
616 pl->ob->x - pl->socket.mapx/2 <= op->x &&
617 pl->ob->x + pl->socket.mapx/2 >= op->x)
618 pl->do_los = 1; 655 pl->do_los = 1;
619} 656}

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