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Comparing deliantra/server/common/los.C (file contents):
Revision 1.26 by root, Mon May 28 21:21:40 2007 UTC vs.
Revision 1.30 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 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 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26 25
27#include <global.h> 26#include <global.h>
28#include <funcpoint.h>
29#include <math.h> 27#include <math.h>
30 28
31/* Distance must be less than this for the object to be blocked. 29/* Distance must be less than this for the object to be blocked.
32 * An object is 1.0 wide, so if set to 0.5, it means the object 30 * An object is 1.0 wide, so if set to 0.5, it means the object
33 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
248 * Clears/initialises the los-array associated to the player 246 * Clears/initialises the los-array associated to the player
249 * controlling the object. 247 * controlling the object.
250 */ 248 */
251 249
252void 250void
253clear_los (object *op) 251clear_los (player *pl)
254{ 252{
255 /* This is safer than using the ns->mapx, mapy because 253 /* This is safer than using the ns->mapx, mapy because
256 * we index the blocked_los as a 2 way array, so clearing 254 * we index the blocked_los as a 2 way array, so clearing
257 * the first z spaces may not not cover the spaces we are 255 * the first z spaces may not not cover the spaces we are
258 * actually going to use 256 * actually going to use
259 */ 257 */
260 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 258 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
261} 259}
262 260
263/* 261/*
264 * expand_sight goes through the array of what the given player is 262 * expand_sight goes through the array of what the given player is
265 * able to see, and expands the visible area a bit, so the player will, 263 * able to see, and expands the visible area a bit, so the player will,
458 456
459/* 457/*
460 * update_los() recalculates the array which specifies what is 458 * update_los() recalculates the array which specifies what is
461 * visible for the given player-object. 459 * visible for the given player-object.
462 */ 460 */
463
464void 461void
465update_los (object *op) 462update_los (object *op)
466{ 463{
467 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 464 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
468 465
469 if (QUERY_FLAG (op, FLAG_REMOVED)) 466 if (QUERY_FLAG (op, FLAG_REMOVED))
470 return; 467 return;
471 468
472 clear_los (op); 469 clear_los (op->contr);
470
473 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 471 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
474 return; 472 return;
475 473
476 /* For larger maps, this is more efficient than the old way which 474 /* For larger maps, this is more efficient than the old way which
477 * used the chaining of the block array. Since many space views could 475 * used the chaining of the block array. Since many space views could

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