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Comparing deliantra/server/common/los.C (file contents):
Revision 1.16 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.36 by root, Mon Dec 8 15:40:13 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License 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 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
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
31 28
32/* 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.
33 * 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
34 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
35 * block view in our tables. 32 * block view in our tables.
42{ 39{
43 int x[4], y[4]; 40 int x[4], y[4];
44 int index; 41 int index;
45} blocks; 42} blocks;
46 43
44// 31/32 == a speed hack
45// we would like to use 32 for speed, but the code loops endlessly
46// then, reason not yet identified, so only make the array use 32,
47// not the define's.
47blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 48blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
48 49
49static void expand_lighted_sight (object *op); 50static void expand_lighted_sight (object *op);
50 51
51/* 52/*
52 * Used to initialise the array used by the LOS routines. 53 * Used to initialise the array used by the LOS routines.
91 92
92void 93void
93init_block (void) 94init_block (void)
94{ 95{
95 int x, y, dx, dy, i; 96 int x, y, dx, dy, i;
96 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 97 static int block_x[3] = { -1, -1, 0 },
97 { 98 block_y[3] = { -1, 0, -1 };
98 -1, 0, -1};
99 99
100 for (x = 0; x < MAP_CLIENT_X; x++) 100 for (x = 0; x < MAP_CLIENT_X; x++)
101 for (y = 0; y < MAP_CLIENT_Y; y++) 101 for (y = 0; y < MAP_CLIENT_Y; y++)
102 {
103 block[x][y].index = 0; 102 block[x][y].index = 0;
104 }
105 103
106 104
107 /* The table should be symmetric, so only do the upper left 105 /* The table should be symmetric, so only do the upper left
108 * quadrant - makes the processing easier. 106 * quadrant - makes the processing easier.
109 */ 107 */
126 /* For simplicity, we mirror the coordinates to block the other 124 /* For simplicity, we mirror the coordinates to block the other
127 * quadrants. 125 * quadrants.
128 */ 126 */
129 set_block (x, y, dx, dy); 127 set_block (x, y, dx, dy);
130 if (x == MAP_CLIENT_X / 2) 128 if (x == MAP_CLIENT_X / 2)
131 {
132 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); 129 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
133 }
134 else if (y == MAP_CLIENT_Y / 2) 130 else if (y == MAP_CLIENT_Y / 2)
135 {
136 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); 131 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
137 }
138 } 132 }
139 else 133 else
140 { 134 {
141 float d1, r, s, l; 135 float d1, r, s, l;
142 136
176 * that if some particular space is blocked, it blocks 170 * that if some particular space is blocked, it blocks
177 * the view of the spaces 'behind' it, and those blocked 171 * the view of the spaces 'behind' it, and those blocked
178 * spaces behind it may block other spaces, etc. 172 * spaces behind it may block other spaces, etc.
179 * In this way, the chain of visibility is set. 173 * In this way, the chain of visibility is set.
180 */ 174 */
181
182static void 175static void
183set_wall (object *op, int x, int y) 176set_wall (object *op, int x, int y)
184{ 177{
185 int i; 178 int i;
186 179
201#endif 194#endif
202 /* we need to adjust to the fact that the socket 195 /* we need to adjust to the fact that the socket
203 * code wants the los to start from the 0,0 196 * code wants the los to start from the 0,0
204 * and not be relative to middle of los array. 197 * and not be relative to middle of los array.
205 */ 198 */
206 op->contr->blocked_los[ax][ay] = 100; 199 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
207 set_wall (op, dx, dy); 200 set_wall (op, dx, dy);
208 } 201 }
209} 202}
210 203
211/* 204/*
239 232
240 /* If this space is already blocked, prune the processing - presumably 233 /* If this space is already blocked, prune the processing - presumably
241 * whatever has set this space to be blocked has done the work and already 234 * whatever has set this space to be blocked has done the work and already
242 * done the dependency chain. 235 * done the dependency chain.
243 */ 236 */
244 if (op->contr->blocked_los[ax][ay] == 100) 237 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
245 return; 238 return;
246
247 239
248 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)) 240 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))
249 set_wall (op, x, y); 241 set_wall (op, x, y);
250} 242}
251 243
253 * Clears/initialises the los-array associated to the player 245 * Clears/initialises the los-array associated to the player
254 * controlling the object. 246 * controlling the object.
255 */ 247 */
256 248
257void 249void
258clear_los (object *op) 250clear_los (player *pl)
259{ 251{
260 /* This is safer than using the ns->mapx, mapy because 252 /* This is safer than using the ns->mapx, mapy because
261 * we index the blocked_los as a 2 way array, so clearing 253 * we index the blocked_los as a 2 way array, so clearing
262 * the first z spaces may not not cover the spaces we are 254 * the first z spaces may not not cover the spaces we are
263 * actually going to use 255 * actually going to use
264 */ 256 */
265 (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); 257 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
266} 258}
267 259
268/* 260/*
269 * expand_sight goes through the array of what the given player is 261 * expand_sight goes through the array of what the given player is
270 * able to see, and expands the visible area a bit, so the player will, 262 * able to see, and expands the visible area a bit, so the player will,
297 } 289 }
298 290
299 if (op->map->darkness > 0) /* player is on a dark map */ 291 if (op->map->darkness > 0) /* player is on a dark map */
300 expand_lighted_sight (op); 292 expand_lighted_sight (op);
301 293
302
303 /* clear mark squares */ 294 /* clear mark squares */
304 for (x = 0; x < op->contr->ns->mapx; x++) 295 for (x = 0; x < op->contr->ns->mapx; x++)
305 for (y = 0; y < op->contr->ns->mapy; y++) 296 for (y = 0; y < op->contr->ns->mapy; y++)
306 if (op->contr->blocked_los[x][y] < 0) 297 if (op->contr->blocked_los[x][y] < 0)
307 op->contr->blocked_los[x][y] = 0; 298 op->contr->blocked_los[x][y] = 0;
308} 299}
309 300
310
311
312
313/* returns true if op carries one or more lights 301/* returns true if op carries one or more lights
314 * This is a trivial function now days, but it used to 302 * This is a trivial function now days, but it used to
315 * be a bit longer. Probably better for callers to just 303 * be a bit longer. Probably better for callers to just
316 * check the op->glow_radius instead of calling this. 304 * check the op->glow_radius instead of calling this.
317 */ 305 */
324 return 1; 312 return 1;
325 313
326 return 0; 314 return 0;
327} 315}
328 316
317/* radius, distance => lightness adjust */
318static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
319
320static struct darkness_init
321{
322 darkness_init ()
323 {
324 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
325 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
326 {
327 // max intensity
328 int intensity = min (LOS_MAX, abs (radius) + 1);
329
330 // actual intensity
331 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
332
333 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
334 ? min (3, intensity)
335 : LOS_MAX - intensity;
336 }
337 }
338} darkness_init;
339
329static void 340static void
330expand_lighted_sight (object *op) 341expand_lighted_sight (object *op)
331{ 342{
332 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 343 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
333 maptile *m = op->map; 344 maptile *m = op->map;
334 sint16 nx, ny; 345 sint16 nx, ny;
335 346
336 darklevel = m->darkness; 347 darklevel = m->darkness;
337 348
338 /* If the player can see in the dark, lower the darklevel for him */ 349 /* If the player can see in the dark, lower the darklevel for him */
339 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 350 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
340 darklevel -= 2; 351 darklevel -= LOS_MAX / 2;
341 352
342 /* add light, by finding all (non-null) nearby light sources, then 353 /* add light, by finding all (non-null) nearby light sources, then
343 * mark those squares specially. If the darklevel<1, there is no 354 * mark those squares specially. If the darklevel<1, there is no
344 * reason to do this, so we skip this function 355 * reason to do this, so we skip this function
345 */ 356 */
354 { 365 {
355 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); 366 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
356 darklevel = MAX_DARKNESS; 367 darklevel = MAX_DARKNESS;
357 } 368 }
358 369
359 /* First, limit player furthest (unlighted) vision */ 370 /* first, make everything totally dark */
360 for (x = 0; x < op->contr->ns->mapx; x++) 371 for (x = 0; x < op->contr->ns->mapx; x++)
361 for (y = 0; y < op->contr->ns->mapy; y++) 372 for (y = 0; y < op->contr->ns->mapy; y++)
362 if (op->contr->blocked_los[x][y] != 100) 373 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
363 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 374 op->contr->blocked_los[x][y] = LOS_MAX;
364 375
365 /* the spaces[] darkness value contains the information we need. 376 int half_x = op->contr->ns->mapx / 2;
377 int half_y = op->contr->ns->mapy / 2;
378
379 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
380 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
381 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
382 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
383
384 int pass2 = 0; // negative lights have an extra pass
385
386 /*
366 * Only process the area of interest. 387 * Only process the area of interest.
367 * the basex, basey values represent the position in the op->contr->blocked_los 388 * the basex, basey values represent the position in the op->contr->blocked_los
368 * array. Its easier to just increment them here (and start with the right 389 * array. Its easier to just increment them here (and start with the right
369 * value) than to recalculate them down below. 390 * value) than to recalculate them down below.
370 */ 391 */
371 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; 392 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
372 x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++) 393 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
373 {
374
375 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
376 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
377 { 394 {
395 maptile *m = op->map;
396 sint16 nx = x;
397 sint16 ny = y;
398
399 if (!xy_normalise (m, nx, ny))
400 continue;
401
402 mapspace &ms = m->at (nx, ny);
403 ms.update ();
404 sint8 light = ms.light;
405
406 if (expect_false (light))
407 if (light < 0)
408 pass2 = 1;
409 else
410 {
411 /* This space is providing light, so we need to brighten up the
412 * spaces around here.
413 */
414 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
415
416 for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
417 for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
418 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
419 min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
420 }
421 }
422
423 // psosibly do 2nd pass for rare negative glow radii
424 if (expect_false (pass2))
425 for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
426 for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
427 {
378 m = op->map; 428 maptile *m = op->map;
379 nx = x; 429 sint16 nx = x;
380 ny = y; 430 sint16 ny = y;
381 431
382 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 432 if (!xy_normalise (m, nx, ny))
383
384 if (mflags & P_OUT_OF_MAP)
385 continue; 433 continue;
386 434
387 /* This space is providing light, so we need to brighten up the 435 mapspace &ms = m->at (nx, ny);
388 * spaces around here. 436 ms.update ();
389 */ 437 sint8 light = ms.light;
390 light = GET_MAP_LIGHT (m, nx, ny); 438
391 if (light != 0) 439 if (expect_false (light < 0))
392 { 440 {
393#if 0 441 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
394 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
395#endif
396 for (ax = basex - light; ax <= basex + light; ax++)
397 {
398 if (ax < 0 || ax >= op->contr->ns->mapx)
399 continue;
400 for (ay = basey - light; ay <= basey + light; ay++)
401 {
402 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue;
404 442
405 /* If the space is fully blocked, do nothing. Otherwise, we 443 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
406 * brighten the space. The further the light is away from the 444 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
407 * source (basex-x), the less effect it has. Though light used
408 * to dim in a square manner, it now dims in a circular manner
409 * using the the pythagorean theorem. glow_radius still
410 * represents the radius
411 */
412 if (op->contr->blocked_los[ax][ay] != 100) 445 if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED)
413 { 446 max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
414 x1 = abs (basex - ax) * abs (basex - ax); 447 }
415 y1 = abs (basey - ay) * abs (basey - ay); 448 }
416 if (light > 0)
417 op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0);
418 if (light < 0)
419 op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0);
420 }
421 } /* for ay */
422 } /* for ax */
423 } /* if this space is providing light */
424 } /* for y */
425 } /* for x */
426 449
427 /* Outdoor should never really be completely pitch black dark like 450 /* Outdoor should never really be completely pitch black dark like
428 * a dungeon, so let the player at least see a little around themselves 451 * a dungeon, so let the player at least see a little around themselves
429 */ 452 */
430 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 453 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
431 { 454 {
432 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) 455 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3))
433 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; 456 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3;
434 457
435 for (x = -1; x <= 1; x++) 458 for (x = -1; x <= 1; x++)
436 for (y = -1; y <= 1; y++) 459 for (y = -1; y <= 1; y++)
437 {
438 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) 460 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2))
439 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; 461 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2;
440 }
441 } 462 }
463
442 /* grant some vision to the player, based on the darklevel */ 464 /* grant some vision to the player, based on the darklevel */
443 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) 465 for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
444 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) 466 for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
445 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) 467 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED))
446 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= 468 op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
447 MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); 469 max (0, 6 - darklevel - max (abs (x), abs (y)));
448} 470}
449 471
450/* blinded_sight() - sets all veiwable squares to blocked except 472/* blinded_sight() - sets all viewable squares to blocked except
451 * for the one the central one that the player occupies. A little 473 * for the one the central one that the player occupies. A little
452 * odd that you can see yourself (and what your standing on), but 474 * odd that you can see yourself (and what your standing on), but
453 * really need for any reasonable game play. 475 * really need for any reasonable game play.
454 */ 476 */
455
456static void 477static void
457blinded_sight (object *op) 478blinded_sight (object *op)
458{ 479{
459 int x, y; 480 int x, y;
460 481
461 for (x = 0; x < op->contr->ns->mapx; x++) 482 for (x = 0; x < op->contr->ns->mapx; x++)
462 for (y = 0; y < op->contr->ns->mapy; y++) 483 for (y = 0; y < op->contr->ns->mapy; y++)
463 op->contr->blocked_los[x][y] = 100; 484 op->contr->blocked_los[x][y] = LOS_BLOCKED;
464 485
465 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; 486 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
466} 487}
467 488
468/* 489/*
469 * update_los() recalculates the array which specifies what is 490 * update_los() recalculates the array which specifies what is
470 * visible for the given player-object. 491 * visible for the given player-object.
471 */ 492 */
472
473void 493void
474update_los (object *op) 494update_los (object *op)
475{ 495{
476 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; 496 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
477 497
478 if (QUERY_FLAG (op, FLAG_REMOVED)) 498 if (QUERY_FLAG (op, FLAG_REMOVED))
479 return; 499 return;
480 500
481 clear_los (op); 501 clear_los (op->contr);
502
482 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 503 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
483 return; 504 return;
484 505
485 /* For larger maps, this is more efficient than the old way which 506 /* For larger maps, this is more efficient than the old way which
486 * used the chaining of the block array. Since many space views could 507 * used the chaining of the block array. Since many space views could
488 * could be examined multile times, as each path would be looked at. 509 * could be examined multile times, as each path would be looked at.
489 */ 510 */
490 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) 511 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
491 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) 512 for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
492 check_wall (op, x, y); 513 check_wall (op, x, y);
493
494 514
495 /* do the los of the player. 3 (potential) cases */ 515 /* do the los of the player. 3 (potential) cases */
496 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 516 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
497 blinded_sight (op); 517 blinded_sight (op);
498 else 518 else
499 expand_sight (op); 519 expand_sight (op);
500 520
521 //TODO: no range-checking whatsoever :(
501 if (QUERY_FLAG (op, FLAG_XRAYS)) 522 if (QUERY_FLAG (op, FLAG_XRAYS))
502 {
503 int x, y;
504
505 for (x = -2; x <= 2; x++) 523 for (int x = -2; x <= 2; x++)
506 for (y = -2; y <= 2; y++) 524 for (int y = -2; y <= 2; y++)
507 op->contr->blocked_los[dx + x][dy + y] = 0; 525 op->contr->blocked_los[dx + x][dy + y] = 0;
508 }
509} 526}
510 527
511/* update all_map_los is like update_all_los below, 528/* update all_map_los is like update_all_los below,
512 * but updates everyone on the map, no matter where they 529 * but updates everyone on the map, no matter where they
513 * are. This generally should not be used, as a per 530 * are. This generally should not be used, as a per

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