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Comparing deliantra/server/common/los.C (file contents):
Revision 1.18 by root, Mon Jan 15 01:39:42 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 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
41{ 39{
42 int x[4], y[4]; 40 int x[4], y[4];
43 int index; 41 int index;
44} blocks; 42} blocks;
45 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.
46blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 48blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
47 49
48static void expand_lighted_sight (object *op); 50static void expand_lighted_sight (object *op);
49 51
50/* 52/*
51 * Used to initialise the array used by the LOS routines. 53 * Used to initialise the array used by the LOS routines.
90 92
91void 93void
92init_block (void) 94init_block (void)
93{ 95{
94 int x, y, dx, dy, i; 96 int x, y, dx, dy, i;
95 static int block_x[3] = { -1, -1, 0 }, block_y[3] = 97 static int block_x[3] = { -1, -1, 0 },
96 { 98 block_y[3] = { -1, 0, -1 };
97 -1, 0, -1};
98 99
99 for (x = 0; x < MAP_CLIENT_X; x++) 100 for (x = 0; x < MAP_CLIENT_X; x++)
100 for (y = 0; y < MAP_CLIENT_Y; y++) 101 for (y = 0; y < MAP_CLIENT_Y; y++)
101 {
102 block[x][y].index = 0; 102 block[x][y].index = 0;
103 }
104 103
105 104
106 /* The table should be symmetric, so only do the upper left 105 /* The table should be symmetric, so only do the upper left
107 * quadrant - makes the processing easier. 106 * quadrant - makes the processing easier.
108 */ 107 */
125 /* For simplicity, we mirror the coordinates to block the other 124 /* For simplicity, we mirror the coordinates to block the other
126 * quadrants. 125 * quadrants.
127 */ 126 */
128 set_block (x, y, dx, dy); 127 set_block (x, y, dx, dy);
129 if (x == MAP_CLIENT_X / 2) 128 if (x == MAP_CLIENT_X / 2)
130 {
131 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);
132 }
133 else if (y == MAP_CLIENT_Y / 2) 130 else if (y == MAP_CLIENT_Y / 2)
134 {
135 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);
136 }
137 } 132 }
138 else 133 else
139 { 134 {
140 float d1, r, s, l; 135 float d1, r, s, l;
141 136
175 * that if some particular space is blocked, it blocks 170 * that if some particular space is blocked, it blocks
176 * the view of the spaces 'behind' it, and those blocked 171 * the view of the spaces 'behind' it, and those blocked
177 * spaces behind it may block other spaces, etc. 172 * spaces behind it may block other spaces, etc.
178 * In this way, the chain of visibility is set. 173 * In this way, the chain of visibility is set.
179 */ 174 */
180
181static void 175static void
182set_wall (object *op, int x, int y) 176set_wall (object *op, int x, int y)
183{ 177{
184 int i; 178 int i;
185 179
200#endif 194#endif
201 /* we need to adjust to the fact that the socket 195 /* we need to adjust to the fact that the socket
202 * code wants the los to start from the 0,0 196 * code wants the los to start from the 0,0
203 * and not be relative to middle of los array. 197 * and not be relative to middle of los array.
204 */ 198 */
205 op->contr->blocked_los[ax][ay] = 100; 199 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
206 set_wall (op, dx, dy); 200 set_wall (op, dx, dy);
207 } 201 }
208} 202}
209 203
210/* 204/*
238 232
239 /* If this space is already blocked, prune the processing - presumably 233 /* If this space is already blocked, prune the processing - presumably
240 * 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
241 * done the dependency chain. 235 * done the dependency chain.
242 */ 236 */
243 if (op->contr->blocked_los[ax][ay] == 100) 237 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
244 return; 238 return;
245
246 239
247 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))
248 set_wall (op, x, y); 241 set_wall (op, x, y);
249} 242}
250 243
252 * Clears/initialises the los-array associated to the player 245 * Clears/initialises the los-array associated to the player
253 * controlling the object. 246 * controlling the object.
254 */ 247 */
255 248
256void 249void
257clear_los (object *op) 250clear_los (player *pl)
258{ 251{
259 /* This is safer than using the ns->mapx, mapy because 252 /* This is safer than using the ns->mapx, mapy because
260 * 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
261 * 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
262 * actually going to use 255 * actually going to use
263 */ 256 */
264 (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);
265} 258}
266 259
267/* 260/*
268 * 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
269 * 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,
296 } 289 }
297 290
298 if (op->map->darkness > 0) /* player is on a dark map */ 291 if (op->map->darkness > 0) /* player is on a dark map */
299 expand_lighted_sight (op); 292 expand_lighted_sight (op);
300 293
301
302 /* clear mark squares */ 294 /* clear mark squares */
303 for (x = 0; x < op->contr->ns->mapx; x++) 295 for (x = 0; x < op->contr->ns->mapx; x++)
304 for (y = 0; y < op->contr->ns->mapy; y++) 296 for (y = 0; y < op->contr->ns->mapy; y++)
305 if (op->contr->blocked_los[x][y] < 0) 297 if (op->contr->blocked_los[x][y] < 0)
306 op->contr->blocked_los[x][y] = 0; 298 op->contr->blocked_los[x][y] = 0;
307} 299}
308 300
309
310
311
312/* returns true if op carries one or more lights 301/* returns true if op carries one or more lights
313 * This is a trivial function now days, but it used to 302 * This is a trivial function now days, but it used to
314 * be a bit longer. Probably better for callers to just 303 * be a bit longer. Probably better for callers to just
315 * check the op->glow_radius instead of calling this. 304 * check the op->glow_radius instead of calling this.
316 */ 305 */
323 return 1; 312 return 1;
324 313
325 return 0; 314 return 0;
326} 315}
327 316
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
328static void 340static void
329expand_lighted_sight (object *op) 341expand_lighted_sight (object *op)
330{ 342{
331 int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; 343 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
332 maptile *m = op->map; 344 maptile *m = op->map;
333 sint16 nx, ny; 345 sint16 nx, ny;
334 346
335 darklevel = m->darkness; 347 darklevel = m->darkness;
336 348
337 /* 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 */
338 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) 350 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
339 darklevel -= 2; 351 darklevel -= LOS_MAX / 2;
340 352
341 /* add light, by finding all (non-null) nearby light sources, then 353 /* add light, by finding all (non-null) nearby light sources, then
342 * mark those squares specially. If the darklevel<1, there is no 354 * mark those squares specially. If the darklevel<1, there is no
343 * reason to do this, so we skip this function 355 * reason to do this, so we skip this function
344 */ 356 */
353 { 365 {
354 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);
355 darklevel = MAX_DARKNESS; 367 darklevel = MAX_DARKNESS;
356 } 368 }
357 369
358 /* First, limit player furthest (unlighted) vision */ 370 /* first, make everything totally dark */
359 for (x = 0; x < op->contr->ns->mapx; x++) 371 for (x = 0; x < op->contr->ns->mapx; x++)
360 for (y = 0; y < op->contr->ns->mapy; y++) 372 for (y = 0; y < op->contr->ns->mapy; y++)
361 if (op->contr->blocked_los[x][y] != 100) 373 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
362 op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; 374 op->contr->blocked_los[x][y] = LOS_MAX;
363 375
364 /* 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 /*
365 * Only process the area of interest. 387 * Only process the area of interest.
366 * 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
367 * 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
368 * value) than to recalculate them down below. 390 * value) than to recalculate them down below.
369 */ 391 */
370 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++)
371 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++)
372 {
373
374 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
375 y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
376 { 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 {
377 m = op->map; 428 maptile *m = op->map;
378 nx = x; 429 sint16 nx = x;
379 ny = y; 430 sint16 ny = y;
380 431
381 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 432 if (!xy_normalise (m, nx, ny))
382
383 if (mflags & P_OUT_OF_MAP)
384 continue; 433 continue;
385 434
386 /* This space is providing light, so we need to brighten up the 435 mapspace &ms = m->at (nx, ny);
387 * spaces around here. 436 ms.update ();
388 */ 437 sint8 light = ms.light;
389 light = GET_MAP_LIGHT (m, nx, ny); 438
390 if (light != 0) 439 if (expect_false (light < 0))
391 { 440 {
392#if 0 441 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
393 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
394#endif
395 for (ax = basex - light; ax <= basex + light; ax++)
396 {
397 if (ax < 0 || ax >= op->contr->ns->mapx)
398 continue;
399 442
400 for (ay = basey - light; ay <= basey + light; ay++) 443 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
401 { 444 for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
402 if (ay < 0 || ay >= op->contr->ns->mapy)
403 continue;
404
405 /* If the space is fully blocked, do nothing. Otherwise, we
406 * brighten the space. The further the light is away from the
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);
415 y1 = abs (basey - ay) * abs (basey - ay);
416
417 if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
418 if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
419 }
420 }
421 }
422 } 447 }
423 } 448 }
424 }
425 449
426 /* Outdoor should never really be completely pitch black dark like 450 /* Outdoor should never really be completely pitch black dark like
427 * 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
428 */ 452 */
429 if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) 453 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
430 { 454 {
431 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))
432 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;
433 457
434 for (x = -1; x <= 1; x++) 458 for (x = -1; x <= 1; x++)
435 for (y = -1; y <= 1; y++) 459 for (y = -1; y <= 1; y++)
436 {
437 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))
438 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;
439 }
440 } 462 }
441 463
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 */
455static void 477static void
457{ 479{
458 int x, y; 480 int x, y;
459 481
460 for (x = 0; x < op->contr->ns->mapx; x++) 482 for (x = 0; x < op->contr->ns->mapx; x++)
461 for (y = 0; y < op->contr->ns->mapy; y++) 483 for (y = 0; y < op->contr->ns->mapy; y++)
462 op->contr->blocked_los[x][y] = 100; 484 op->contr->blocked_los[x][y] = LOS_BLOCKED;
463 485
464 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;
465} 487}
466 488
467/* 489/*
468 * update_los() recalculates the array which specifies what is 490 * update_los() recalculates the array which specifies what is
469 * visible for the given player-object. 491 * visible for the given player-object.
470 */ 492 */
471
472void 493void
473update_los (object *op) 494update_los (object *op)
474{ 495{
475 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;
476 497
477 if (QUERY_FLAG (op, FLAG_REMOVED)) 498 if (QUERY_FLAG (op, FLAG_REMOVED))
478 return; 499 return;
479 500
480 clear_los (op); 501 clear_los (op->contr);
502
481 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) 503 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
482 return; 504 return;
483 505
484 /* 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
485 * 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
487 * 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.
488 */ 510 */
489 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++)
490 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++)
491 check_wall (op, x, y); 513 check_wall (op, x, y);
492
493 514
494 /* do the los of the player. 3 (potential) cases */ 515 /* do the los of the player. 3 (potential) cases */
495 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ 516 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
496 blinded_sight (op); 517 blinded_sight (op);
497 else 518 else
498 expand_sight (op); 519 expand_sight (op);
499 520
521 //TODO: no range-checking whatsoever :(
500 if (QUERY_FLAG (op, FLAG_XRAYS)) 522 if (QUERY_FLAG (op, FLAG_XRAYS))
501 {
502 int x, y;
503
504 for (x = -2; x <= 2; x++) 523 for (int x = -2; x <= 2; x++)
505 for (y = -2; y <= 2; y++) 524 for (int y = -2; y <= 2; y++)
506 op->contr->blocked_los[dx + x][dy + y] = 0; 525 op->contr->blocked_los[dx + x][dy + y] = 0;
507 }
508} 526}
509 527
510/* update all_map_los is like update_all_los below, 528/* update all_map_los is like update_all_los below,
511 * but updates everyone on the map, no matter where they 529 * but updates everyone on the map, no matter where they
512 * 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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