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Comparing deliantra/server/common/los.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.40 by root, Fri Dec 19 17:52:50 2008 UTC

1/* 1/*
2 * static char *rcsid_los_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: los.C,v 1.2 2006/08/29 08:01:35 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ 24/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
30 25
31#include <global.h> 26#include <global.h>
32#include <funcpoint.h>
33#include <math.h> 27#include <math.h>
34
35 28
36/* 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.
37 * 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
38 * that blocks half the view (0.0 is complete block) will 31 * that blocks half the view (0.0 is complete block) will
39 * block view in our tables. 32 * block view in our tables.
40 * .4 or less lets you see through walls. .5 is about right. 33 * .4 or less lets you see through walls. .5 is about right.
41 */ 34 */
42
43#define SPACE_BLOCK 0.5 35#define SPACE_BLOCK 0.5
44 36
45typedef struct blstr { 37typedef struct blstr
38{
46 int x[4],y[4]; 39 int x[4], y[4];
47 int index; 40 int index;
48} blocks; 41} blocks;
49 42
43// 31/32 == a speed hack
44// we would like to use 32 for speed, but the code loops endlessly
45// then, reason not yet identified, so only make the array use 32,
46// not the define's.
50blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; 47blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
51 48
52static void expand_lighted_sight(object *op); 49static void expand_lighted_sight (object *op);
53 50
54/* 51/*
55 * Used to initialise the array used by the LOS routines. 52 * Used to initialise the array used by the LOS routines.
56 * What this sets if that x,y blocks the view of bx,by 53 * What this sets if that x,y blocks the view of bx,by
57 * This then sets up a relation - for example, something 54 * This then sets up a relation - for example, something
59 * etc. So when we check 5,4 and find it block, we have 56 * 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 57 * the data to know that 5,3 and 5,2 and 5,1 should also
61 * be blocked. 58 * be blocked.
62 */ 59 */
63 60
61static void
64static void set_block(int x, int y, int bx, int by) { 62set_block (int x, int y, int bx, int by)
63{
65 int index=block[x][y].index,i; 64 int index = block[x][y].index, i;
66 65
67 /* Due to flipping, we may get duplicates - better safe than sorry. 66 /* Due to flipping, we may get duplicates - better safe than sorry.
68 */ 67 */
69 for (i=0; i<index; i++) { 68 for (i = 0; i < index; i++)
69 {
70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by) return; 70 if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
71 return;
71 } 72 }
72 73
73 block[x][y].x[index]=bx; 74 block[x][y].x[index] = bx;
74 block[x][y].y[index]=by; 75 block[x][y].y[index] = by;
75 block[x][y].index++; 76 block[x][y].index++;
76#ifdef LOS_DEBUG 77#ifdef LOS_DEBUG
77 LOG(llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, 78 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 79#endif
80} 80}
81 81
82/* 82/*
83 * initialises the array used by the LOS routines. 83 * initialises the array used by the LOS routines.
86/* since we are only doing the upper left quadrant, only 86/* since we are only doing the upper left quadrant, only
87 * these spaces could possibly get blocked, since these 87 * these spaces could possibly get blocked, since these
88 * are the only ones further out that are still possibly in the 88 * are the only ones further out that are still possibly in the
89 * sightline. 89 * sightline.
90 */ 90 */
91 91void
92void init_block(void) { 92init_block (void)
93 int x,y, dx, dy, i; 93{
94 static int block_x[3] = {-1, -1, 0}, block_y[3] = {-1, 0, -1}; 94 static int block_x[3] = { -1, -1, 0 },
95 block_y[3] = { -1, 0, -1 };
95 96
96 for(x=0;x<MAP_CLIENT_X;x++) 97 for (int x = 0; x < MAP_CLIENT_X; x++)
97 for(y=0;y<MAP_CLIENT_Y;y++) { 98 for (int y = 0; y < MAP_CLIENT_Y; y++)
98 block[x][y].index=0; 99 block[x][y].index = 0;
99 }
100 100
101
102 /* The table should be symmetric, so only do the upper left 101 /* The table should be symmetric, so only do the upper left
103 * quadrant - makes the processing easier. 102 * quadrant - makes the processing easier.
104 */ 103 */
105 for (x=1; x<=MAP_CLIENT_X/2; x++) { 104 for (int x = 1; x <= MAP_CLIENT_X / 2; x++)
105 {
106 for (y=1; y<=MAP_CLIENT_Y/2; y++) { 106 for (int y = 1; y <= MAP_CLIENT_Y / 2; y++)
107 {
107 for (i=0; i< 3; i++) { 108 for (int i = 0; i < 3; i++)
109 {
108 dx = x + block_x[i]; 110 int dx = x + block_x[i];
109 dy = y + block_y[i]; 111 int dy = y + block_y[i];
110 112
111 /* center space never blocks */ 113 /* center space never blocks */
112 if (x == MAP_CLIENT_X/2 && y == MAP_CLIENT_Y/2) continue; 114 if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
115 continue;
113 116
114 /* If its a straight line, its blocked */ 117 /* If its a straight line, its blocked */
115 if ((dx == x && x == MAP_CLIENT_X/2) || 118 if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
116 (dy==y && y == MAP_CLIENT_Y/2)) { 119 {
117 /* For simplicity, we mirror the coordinates to block the other 120 /* For simplicity, we mirror the coordinates to block the other
118 * quadrants. 121 * quadrants.
119 */ 122 */
120 set_block(x, y, dx, dy); 123 set_block (x, y, dx, dy);
121 if (x == MAP_CLIENT_X/2) { 124 if (x == MAP_CLIENT_X / 2)
122 set_block(x, MAP_CLIENT_Y - y -1, dx, MAP_CLIENT_Y - dy-1); 125 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
123 } else if (y == MAP_CLIENT_Y/2) { 126 else if (y == MAP_CLIENT_Y / 2)
124 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 127 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
125 } 128 }
126 } else { 129 else
130 {
127 float d1, r, s,l; 131 float d1, r, s, l;
128 132
129 /* We use the algorihm that found out how close the point 133 /* We use the algorithm that found out how close the point
130 * (x,y) is to the line from dx,dy to the center of the viewable 134 * (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. 135 * 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) 136 * r is more a curiosity - it lets us know what direction (left/right)
133 * the line is off 137 * the line is off
134 */ 138 */
135 139
136 d1 = (float) (pow(MAP_CLIENT_X/2 - dx, 2) + pow(MAP_CLIENT_Y/2 - dy,2)); 140 d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (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; 141 r = ((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; 142 s = ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
139 l = FABS(sqrt(d1) * s); 143 l = fabs (sqrtf (d1) * s);
140 144
141 if (l <= SPACE_BLOCK) { 145 if (l <= SPACE_BLOCK)
146 {
142 /* For simplicity, we mirror the coordinates to block the other 147 /* For simplicity, we mirror the coordinates to block the other
143 * quadrants. 148 * quadrants.
144 */ 149 */
145 set_block(x,y,dx,dy); 150 set_block (x, y, dx, dy);
146 set_block(MAP_CLIENT_X - x -1, y, MAP_CLIENT_X - dx - 1, dy); 151 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); 152 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); 153 set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
149 } 154 }
150 } 155 }
151 } 156 }
152 } 157 }
153 } 158 }
161 * that if some particular space is blocked, it blocks 166 * that if some particular space is blocked, it blocks
162 * the view of the spaces 'behind' it, and those blocked 167 * the view of the spaces 'behind' it, and those blocked
163 * spaces behind it may block other spaces, etc. 168 * spaces behind it may block other spaces, etc.
164 * In this way, the chain of visibility is set. 169 * In this way, the chain of visibility is set.
165 */ 170 */
166 171static void
167static void set_wall(object *op,int x,int y) { 172set_wall (object *op, int x, int y)
168 int i; 173{
169
170 for(i=0;i<block[x][y].index;i++) { 174 for (int i = 0; i < block[x][y].index; i++)
175 {
171 int dx=block[x][y].x[i],dy=block[x][y].y[i],ax,ay; 176 int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
172 177
173 /* ax, ay are the values as adjusted to be in the 178 /* ax, ay are the values as adjusted to be in the
174 * socket look structure. 179 * socket look structure.
175 */ 180 */
176 ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 181 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
177 ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 182 ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
178 183
179 if (ax < 0 || ax>=op->contr->socket.mapx || 184 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
180 ay < 0 || ay>=op->contr->socket.mapy) continue; 185 continue;
181#if 0 186#if 0
182 LOG(llevDebug, "blocked %d %d -> %d %d\n", 187 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
183 dx, dy, ax, ay);
184#endif 188#endif
185 /* we need to adjust to the fact that the socket 189 /* we need to adjust to the fact that the socket
186 * code wants the los to start from the 0,0 190 * code wants the los to start from the 0,0
187 * and not be relative to middle of los array. 191 * and not be relative to middle of los array.
188 */ 192 */
189 op->contr->blocked_los[ax][ay]=100; 193 op->contr->blocked_los[ax][ay] = LOS_BLOCKED;
190 set_wall(op,dx,dy); 194 set_wall (op, dx, dy);
191 } 195 }
192} 196}
193 197
194/* 198/*
195 * Used to initialise the array used by the LOS routines. 199 * 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. 200 * op is the object, x and y values based on MAP_CLIENT_X and Y.
197 * this is because they index the blocked[][] arrays. 201 * this is because they index the blocked[][] arrays.
198 */ 202 */
199 203static void
200static void check_wall(object *op,int x,int y) { 204check_wall (object *op, int x, int y)
205{
201 int ax, ay; 206 int ax, ay;
202 207
203 if(!block[x][y].index) 208 if (!block[x][y].index)
204 return; 209 return;
205 210
206 /* ax, ay are coordinates as indexed into the look window */ 211 /* ax, ay are coordinates as indexed into the look window */
207 ax = x - (MAP_CLIENT_X - op->contr->socket.mapx)/2; 212 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
208 ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy)/2; 213 ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
209 214
210 /* If the converted coordinates are outside the viewable 215 /* If the converted coordinates are outside the viewable
211 * area for the client, return now. 216 * area for the client, return now.
212 */ 217 */
213 if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) 218 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
214 return; 219 return;
215 220
216#if 0 221#if 0
217 LOG(llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", 222 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); 223 ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
219#endif 224#endif
220 225
221 /* If this space is already blocked, prune the processing - presumably 226 /* 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 227 * whatever has set this space to be blocked has done the work and already
223 * done the dependency chain. 228 * done the dependency chain.
224 */ 229 */
225 if (op->contr->blocked_los[ax][ay] == 100) return; 230 if (op->contr->blocked_los[ax][ay] == LOS_BLOCKED)
231 return;
226 232
227 233 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))
228 if(get_map_flags(op->map, NULL,
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); 234 set_wall (op, x, y);
232} 235}
233 236
234/* 237/*
235 * Clears/initialises the los-array associated to the player 238 * Clears/initialises the los-array associated to the player
236 * controlling the object. 239 * controlling the object.
237 */ 240 */
238 241
239void clear_los(object *op) { 242void
243clear_los (player *pl)
244{
240 /* This is safer than using the socket->mapx, mapy because 245 /* This is safer than using the ns->mapx, mapy because
241 * we index the blocked_los as a 2 way array, so clearing 246 * 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 247 * the first z spaces may not not cover the spaces we are
243 * actually going to use 248 * actually going to use
244 */ 249 */
245 (void)memset((void *) op->contr->blocked_los,0, 250 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
246 MAP_CLIENT_X * MAP_CLIENT_Y);
247} 251}
248 252
249/* 253/*
250 * expand_sight goes through the array of what the given player is 254 * 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, 255 * 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. 256 * to a certain degree, be able to see into corners.
253 * This is somewhat suboptimal, would be better to improve the formula. 257 * This is somewhat suboptimal, would be better to improve the formula.
254 */ 258 */
255 259static void
256static void expand_sight(object *op) 260expand_sight (object *op)
257{ 261{
258 int i,x,y, dx, dy;
259
260 for(x=1;x<op->contr->socket.mapx-1;x++) /* loop over inner squares */ 262 for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
261 for(y=1;y<op->contr->socket.mapy-1;y++) { 263 for (int y = 1; y < op->contr->ns->mapy - 1; y++)
262 if (!op->contr->blocked_los[x][y] && 264 if (!op->contr->blocked_los[x][y] &&
263 !(get_map_flags(op->map,NULL, 265 !(get_map_flags (op->map, NULL,
264 op->x-op->contr->socket.mapx/2+x, 266 op->x - op->contr->ns->mapx / 2 + x,
265 op->y-op->contr->socket.mapy/2+y, 267 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))) { 268 {
267 269 for (int i = 1; i <= 8; i += 1)
268 for(i=1;i<=8;i+=1) { /* mark all directions */ 270 { /* mark all directions */
269 dx = x + freearr_x[i]; 271 int dx = x + freearr_x[i];
270 dy = y + freearr_y[i]; 272 int dy = y + freearr_y[i];
273
271 if(op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */ 274 if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
272 op->contr->blocked_los[dx][dy]= -1; 275 op->contr->blocked_los[dx][dy] = -1;
273 }
274 } 276 }
275 } 277 }
276 278
277 if(MAP_DARKNESS(op->map)>0) /* player is on a dark map */
278 expand_lighted_sight(op); 279 expand_lighted_sight (op);
279 280
280
281 /* clear mark squares */ 281 /* clear mark squares */
282 for (x = 0; x < op->contr->socket.mapx; x++) 282 for (int x = 0; x < op->contr->ns->mapx; x++)
283 for (y = 0; y < op->contr->socket.mapy; y++) 283 for (int y = 0; y < op->contr->ns->mapy; y++)
284 if (op->contr->blocked_los[x][y] < 0) 284 if (op->contr->blocked_los[x][y] < 0)
285 op->contr->blocked_los[x][y] = 0; 285 op->contr->blocked_los[x][y] = 0;
286} 286}
287
288
289
290 287
291/* returns true if op carries one or more lights 288/* returns true if op carries one or more lights
292 * This is a trivial function now days, but it used to 289 * This is a trivial function now days, but it used to
293 * be a bit longer. Probably better for callers to just 290 * be a bit longer. Probably better for callers to just
294 * check the op->glow_radius instead of calling this. 291 * check the op->glow_radius instead of calling this.
295 */ 292 */
296 293int
297int has_carried_lights(const object *op) { 294has_carried_lights (const object *op)
295{
298 /* op may glow! */ 296 /* op may glow! */
299 if(op->glow_radius>0) return 1; 297 if (op->glow_radius > 0)
300
301 return 0; 298 return 1;
299
300 return 0;
302} 301}
303 302
303/* radius, distance => lightness adjust */
304static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS * 3 / 2 + 1];
305
306static struct darkness_init
307{
308 darkness_init ()
309 {
310 for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
311 for (int distance = 0; distance <= MAX_LIGHT_RADIUS * 3 / 2; ++distance)
312 {
313 // max intensity
314 int intensity = min (LOS_MAX, abs (radius) + 1);
315
316 // actual intensity
317 intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
318
319 darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
320 ? min (3, intensity)
321 : LOS_MAX - intensity;
322 }
323 }
324} darkness_init;
325
326sint8
327los_brighten (sint8 b, sint8 l)
328{
329 return b == LOS_BLOCKED ? b : min (b, l);
330}
331
332sint8
333los_darken (sint8 b, sint8 l)
334{
335 return max (b, l);
336}
337
338template<sint8 change_it (sint8, sint8)>
339static void
340apply_light (object *op, int basex, int basey, int light, const sint8 *darkness_table)
341{
342 // min or max the ciruclar area around basex, basey
343 player *pl = op->contr;
344
345 int ax0 = max (0, basex - light);
346 int ay0 = max (0, basey - light);
347 int ax1 = min (basex + light, pl->ns->mapx - 1);
348 int ay1 = min (basey + light, pl->ns->mapy - 1);
349
350 for (int ax = ax0; ax <= ax1; ax++)
351 for (int ay = ay0; ay <= ay1; ay++)
352 pl->blocked_los[ax][ay] =
353 change_it (pl->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
354}
355
356/* add light, by finding all (non-null) nearby light sources, then
357 * mark those squares specially.
358 */
359static void
304static void expand_lighted_sight(object *op) 360expand_lighted_sight (object *op)
305{ 361{
306 int x,y,darklevel,ax,ay, basex, basey, mflags, light, x1, y1; 362 int darklevel, mflags, light, x1, y1;
307 mapstruct *m=op->map; 363 maptile *m = op->map;
308 sint16 nx, ny; 364 sint16 nx, ny;
309
310 darklevel = MAP_DARKNESS(m);
311 365
366 darklevel = m->darkness;
367
312 /* If the player can see in the dark, lower the darklevel for him */ 368 /* If the player can see in the dark, lower the darklevel for him */
313 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK)) darklevel -= 2; 369 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
370 darklevel -= LOS_MAX / 2;
314 371
315 /* add light, by finding all (non-null) nearby light sources, then
316 * mark those squares specially. If the darklevel<1, there is no
317 * reason to do this, so we skip this function
318 */
319
320 if(darklevel<1) return;
321
322 /* Do a sanity check. If not valid, some code below may do odd 372 /* Do a sanity check. If not valid, some code below may do odd
323 * things. 373 * things.
324 */ 374 */
325 if (darklevel > MAX_DARKNESS) { 375 if (darklevel > MAX_DARKNESS)
376 {
326 LOG(llevError,"Map darkness for %s on %s is too high (%d)\n", 377 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; 378 darklevel = MAX_DARKNESS;
379 }
380
381 int half_x = op->contr->ns->mapx / 2;
382 int half_y = op->contr->ns->mapy / 2;
383
384 int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
385 int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
386 int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
387 int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
388
389 int pass2 = 0; // negative lights have an extra pass
390
391 if (darklevel < 1)
392 pass2 = 1;
393 else
329 } 394 {
330 395 /* first, make everything totally dark */
331 /* First, limit player furthest (unlighted) vision */
332 for (x = 0; x < op->contr->socket.mapx; x++) 396 for (int x = 0; x < op->contr->ns->mapx; x++)
333 for (y = 0; y < op->contr->socket.mapy; y++) 397 for (int y = 0; y < op->contr->ns->mapy; y++)
334 if(op->contr->blocked_los[x][y]!=100) 398 if (op->contr->blocked_los[x][y] != LOS_BLOCKED)
335 op->contr->blocked_los[x][y]= MAX_LIGHT_RADII; 399 op->contr->blocked_los[x][y] = LOS_MAX;
336 400
337 /* the spaces[] darkness value contains the information we need. 401 /*
338 * Only process the area of interest. 402 * Only process the area of interest.
339 * the basex, basey values represent the position in the op->contr->blocked_los 403 * 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 404 * array. Its easier to just increment them here (and start with the right
341 * value) than to recalculate them down below. 405 * value) than to recalculate them down below.
342 */ 406 */
343 for (x=(op->x - op->contr->socket.mapx/2 - MAX_LIGHT_RADII), basex=-MAX_LIGHT_RADII; 407 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
344 x <= (op->x + op->contr->socket.mapx/2 + MAX_LIGHT_RADII); x++, basex++) { 408 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
345 409 {
346 for (y=(op->y - op->contr->socket.mapy/2 - MAX_LIGHT_RADII), basey=-MAX_LIGHT_RADII;
347 y <= (op->y + op->contr->socket.mapy/2 + MAX_LIGHT_RADII); y++, basey++) {
348 m = op->map; 410 maptile *m = op->map;
349 nx = x; 411 sint16 nx = x;
350 ny = y; 412 sint16 ny = y;
351 413
352 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); 414 if (!xy_normalise (m, nx, ny))
415 continue;
353 416
354 if (mflags & P_OUT_OF_MAP) continue; 417 mapspace &ms = m->at (nx, ny);
418 ms.update ();
419 sint8 light = ms.light;
355 420
356 /* This space is providing light, so we need to brighten up the 421 if (expect_false (light))
357 * spaces around here.
358 */
359 light = GET_MAP_LIGHT(m, nx, ny);
360 if (light != 0) { 422 if (light < 0)
361#if 0 423 pass2 = 1;
362 LOG(llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", 424 else
363 x, y, basex, basey); 425 apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]);
364#endif
365 for (ax=basex - light; ax<=basex+light; ax++) {
366 if (ax<0 || ax>=op->contr->socket.mapx) continue;
367 for (ay=basey - light; ay<=basey+light; ay++) {
368 if (ay<0 || ay>=op->contr->socket.mapy) continue;
369
370 /* If the space is fully blocked, do nothing. Otherwise, we
371 * brighten the space. The further the light is away from the
372 * 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
374 * using the the pythagorean theorem. glow_radius still
375 * represents the radius
376 */
377 if(op->contr->blocked_los[ax][ay]!=100) {
378 x1 = abs(basex-ax)*abs(basex-ax);
379 y1 = abs(basey-ay)*abs(basey-ay);
380 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);
382 }
383 } /* for ay */
384 } /* for ax */
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 } 426 }
401 } 427
402 /* grant some vision to the player, based on the darklevel */ 428 /* grant some vision to the player, based on the darklevel */
403 for(x=darklevel-MAX_DARKNESS; x<MAX_DARKNESS + 1 -darklevel; x++) 429 /* for outdoor maps, ensure some mininum visibility radius */
404 for(y=darklevel-MAX_DARKNESS; y<MAX_DARKNESS + 1 -darklevel; y++) 430 {
405 if(!(op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]==100)) 431 int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS);
406 op->contr->blocked_los[x+op->contr->socket.mapx/2][y+op->contr->socket.mapy/2]-=
407 MAX(0,6 -darklevel - MAX(abs(x),abs(y)));
408}
409 432
433 apply_light<los_brighten> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]);
434 }
435 }
436
437 // possibly do 2nd pass for rare negative glow radii
438 // for effect, those are always considered to be stronger than anything else
439 // but they can't darken a place completely
440 if (pass2)
441 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
442 for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
443 {
444 maptile *m = op->map;
445 sint16 nx = x;
446 sint16 ny = y;
447
448 if (!xy_normalise (m, nx, ny))
449 continue;
450
451 mapspace &ms = m->at (nx, ny);
452 ms.update ();
453 sint8 light = ms.light;
454
455 if (expect_false (light < 0))
456 apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]);
457 }
458}
459
410/* blinded_sight() - sets all veiwable squares to blocked except 460/* blinded_sight() - sets all viewable squares to blocked except
411 * for the one the central one that the player occupies. A little 461 * 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 462 * odd that you can see yourself (and what your standing on), but
413 * really need for any reasonable game play. 463 * really need for any reasonable game play.
414 */ 464 */
415 465static void
416static void blinded_sight(object *op) { 466blinded_sight (object *op)
467{
417 int x,y; 468 int x, y;
418 469
419 for (x = 0; x < op->contr->socket.mapx; x++) 470 for (x = 0; x < op->contr->ns->mapx; x++)
420 for (y = 0; y < op->contr->socket.mapy; y++) 471 for (y = 0; y < op->contr->ns->mapy; y++)
421 op->contr->blocked_los[x][y] = 100; 472 op->contr->blocked_los[x][y] = LOS_BLOCKED;
422 473
423 op->contr->blocked_los[ op->contr->socket.mapx/2][ op->contr->socket.mapy/2] = 0; 474 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
424} 475}
425 476
426/* 477/*
427 * update_los() recalculates the array which specifies what is 478 * update_los() recalculates the array which specifies what is
428 * visible for the given player-object. 479 * visible for the given player-object.
429 */ 480 */
430 481void
431void update_los(object *op) { 482update_los (object *op)
483{
432 int dx = op->contr->socket.mapx/2, dy = op->contr->socket.mapy/2, x, y; 484 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
433 485
434 if(QUERY_FLAG(op,FLAG_REMOVED)) 486 if (QUERY_FLAG (op, FLAG_REMOVED))
435 return; 487 return;
436 488
437 clear_los(op); 489 clear_los (op->contr);
490
438 if(QUERY_FLAG(op,FLAG_WIZ) /* ||XRAYS(op) */) 491 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
439 return; 492 return;
440 493
441 /* For larger maps, this is more efficient than the old way which 494 /* 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 495 * 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 496 * 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. 497 * could be examined multile times, as each path would be looked at.
445 */ 498 */
446 for (x=(MAP_CLIENT_X - op->contr->socket.mapx)/2 - 1; x<(MAP_CLIENT_X + op->contr->socket.mapx)/2 + 1; x++) 499 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++) 500 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); 501 check_wall (op, x, y);
449 502
450
451 /* do the los of the player. 3 (potential) cases */ 503 /* do the los of the player. 3 (potential) cases */
452 if(QUERY_FLAG(op,FLAG_BLIND)) /* player is blind */ 504 if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
453 blinded_sight(op); 505 blinded_sight (op);
454 else 506 else
455 expand_sight(op); 507 expand_sight (op);
456 508
509 //TODO: no range-checking whatsoever :(
457 if (QUERY_FLAG(op,FLAG_XRAYS)) { 510 if (QUERY_FLAG (op, FLAG_XRAYS))
458 int x, y;
459 for (x = -2; x <= 2; x++) 511 for (int x = -2; x <= 2; x++)
460 for (y = -2; y <= 2; y++) 512 for (int y = -2; y <= 2; y++)
461 op->contr->blocked_los[dx + x][dy + y] = 0; 513 op->contr->blocked_los[dx + x][dy + y] = 0;
462 }
463} 514}
464 515
465/* update all_map_los is like update_all_los below, 516/* update all_map_los is like update_all_los below,
466 * but updates everyone on the map, no matter where they 517 * but updates everyone on the map, no matter where they
467 * are. This generally should not be used, as a per 518 * are. This generally should not be used, as a per
468 * specific map change doesn't make much sense when tiling 519 * specific map change doesn't make much sense when tiling
469 * is considered (lowering darkness would certainly be a 520 * is considered (lowering darkness would certainly be a
470 * strange effect if done on a tile map, as it makes 521 * strange effect if done on a tile map, as it makes
471 * the distinction between maps much more obvious to the 522 * the distinction between maps much more obvious to the
472 * players, which is should not be. 523 * players, which is should not be.
473 * Currently, this function is called from the 524 * Currently, this function is called from the
474 * change_map_light function 525 * change_map_light function
475 */ 526 */
527void
476void update_all_map_los(mapstruct *map) { 528update_all_map_los (maptile *map)
477 player *pl; 529{
478 530 for_all_players (pl)
479 for(pl=first_player;pl!=NULL;pl=pl->next) { 531 if (pl->ob && pl->ob->map == map)
480 if(pl->ob->map==map)
481 pl->do_los=1; 532 pl->do_los = 1;
482 }
483} 533}
484
485 534
486/* 535/*
487 * This function makes sure that update_los() will be called for all 536 * This function makes sure that update_los() will be called for all
488 * players on the given map within the next frame. 537 * players on the given map within the next frame.
489 * It is triggered by removal or inserting of objects which blocks 538 * It is triggered by removal or inserting of objects which blocks
493 * means that just being on the same map is not sufficient - the 542 * means that just being on the same map is not sufficient - the
494 * space that changes must be withing your viewable area. 543 * space that changes must be withing your viewable area.
495 * 544 *
496 * map is the map that changed, x and y are the coordinates. 545 * map is the map that changed, x and y are the coordinates.
497 */ 546 */
498 547void
499void update_all_los(const mapstruct *map, int x, int y) { 548update_all_los (const maptile *map, int x, int y)
500 player *pl; 549{
501 550 for_all_players (pl)
502 for(pl=first_player;pl!=NULL;pl=pl->next) { 551 {
503 /* Player should not have a null map, but do this 552 /* Player should not have a null map, but do this
504 * check as a safety 553 * check as a safety
505 */ 554 */
506 if (!pl->ob->map) continue; 555 if (!pl->ob || !pl->ob->map || !pl->ns)
556 continue;
507 557
508 /* Same map is simple case - see if pl is close enough. 558 /* Same map is simple case - see if pl is close enough.
509 * Note in all cases, we did the check for same map first, 559 * Note in all cases, we did the check for same map first,
510 * and then see if the player is close enough and update 560 * and then see if the player is close enough and update
511 * los if that is the case. If the player is on the 561 * los if that is the case. If the player is on the
512 * corresponding map, but not close enough, then the 562 * corresponding map, but not close enough, then the
513 * player can't be on another map that may be closer, 563 * player can't be on another map that may be closer,
514 * so by setting it up this way, we trim processing 564 * so by setting it up this way, we trim processing
515 * some. 565 * some.
516 */ 566 */
517 if(pl->ob->map==map) { 567 if (pl->ob->map == map)
518 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 568 {
519 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 569 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
520 pl->do_los=1; 570 pl->do_los = 1;
521 } 571 }
572
522 /* Now we check to see if player is on adjacent 573 /* Now we check to see if player is on adjacent
523 * maps to the one that changed and also within 574 * maps to the one that changed and also within
524 * view. The tile_maps[] could be null, but in that 575 * view. The tile_maps[] could be null, but in that
525 * case it should never match the pl->ob->map, so 576 * case it should never match the pl->ob->map, so
526 * we want ever try to dereference any of the data in it. 577 * we want ever try to dereference any of the data in it.
527 */ 578 *
528
529 /* The logic for 0 and 3 is to see how far the player is 579 * 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) 580 * from the edge of the map (height/width) - pl->ob->(x,y)
531 * and to add current position on this map - that gives a 581 * and to add current position on this map - that gives a
532 * distance. 582 * distance.
533 * For 1 and 2, we check to see how far the given 583 * For 1 and 2, we check to see how far the given
534 * coordinate (x,y) is from the corresponding edge, 584 * coordinate (x,y) is from the corresponding edge,
535 * and then add the players location, which gives 585 * and then add the players location, which gives
536 * a distance. 586 * a distance.
537 */ 587 */
538 else if (pl->ob->map == map->tile_map[0]) { 588 else if (pl->ob->map == map->tile_map[0])
539 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 589 {
540 (abs(y + MAP_HEIGHT(map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy/2)) 590 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; 591 pl->do_los = 1;
542 } 592 }
543 else if (pl->ob->map == map->tile_map[2]) { 593 else if (pl->ob->map == map->tile_map[2])
544 if ((abs(pl->ob->x - x) <= pl->socket.mapx/2) && 594 {
545 (abs(pl->ob->y + MAP_HEIGHT(map) - y) <= pl->socket.mapy/2)) 595 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; 596 pl->do_los = 1;
547 } 597 }
548 else if (pl->ob->map == map->tile_map[1]) { 598 else if (pl->ob->map == map->tile_map[1])
549 if ((abs(pl->ob->x + MAP_WIDTH(map) - x) <= pl->socket.mapx/2) && 599 {
550 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 600 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; 601 pl->do_los = 1;
552 } 602 }
553 else if (pl->ob->map == map->tile_map[3]) { 603 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) && 604 {
555 (abs(pl->ob->y - y) <= pl->socket.mapy/2)) 605 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; 606 pl->do_los = 1;
557 } 607 }
558 } 608 }
559} 609}
560 610
561/* 611/*
562 * Debug-routine which dumps the array which specifies the visible 612 * Debug-routine which dumps the array which specifies the visible
563 * area of a player. Triggered by the z key in DM mode. 613 * area of a player. Triggered by the z key in DM mode.
564 */ 614 */
565 615void
566void print_los(object *op) { 616print_los (object *op)
617{
567 int x,y; 618 int x, y;
568 char buf[50], buf2[10]; 619 char buf[50], buf2[10];
569 620
570 strcpy(buf," "); 621 strcpy (buf, " ");
622
571 for(x=0;x<op->contr->socket.mapx;x++) { 623 for (x = 0; x < op->contr->ns->mapx; x++)
624 {
572 sprintf(buf2,"%2d",x); 625 sprintf (buf2, "%2d", x);
573 strcat(buf,buf2); 626 strcat (buf, buf2);
574 } 627 }
628
575 new_draw_info(NDI_UNIQUE, 0, op, buf); 629 new_draw_info (NDI_UNIQUE, 0, op, buf);
630
576 for(y=0;y<op->contr->socket.mapy;y++) { 631 for (y = 0; y < op->contr->ns->mapy; y++)
632 {
577 sprintf(buf,"%2d:",y); 633 sprintf (buf, "%2d:", y);
634
578 for(x=0;x<op->contr->socket.mapx;x++) { 635 for (x = 0; x < op->contr->ns->mapx; x++)
636 {
579 sprintf(buf2," %1d",op->contr->blocked_los[x][y]); 637 sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
580 strcat(buf,buf2); 638 strcat (buf, buf2);
581 } 639 }
640
582 new_draw_info(NDI_UNIQUE, 0, op, buf); 641 new_draw_info (NDI_UNIQUE, 0, op, buf);
583 } 642 }
584} 643}
585 644
586/* 645/*
587 * make_sure_seen: The object is supposed to be visible through walls, thus 646 * 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. 647 * check if any players are nearby, and edit their LOS array.
589 */ 648 */
590 649
650void
591void make_sure_seen(const object *op) { 651make_sure_seen (const object *op)
592 player *pl; 652{
593 653 for_all_players (pl)
594 for (pl = first_player; pl; pl = pl->next)
595 if (pl->ob->map == op->map && 654 if (pl->ob->map == op->map &&
596 pl->ob->y - pl->socket.mapy/2 <= op->y && 655 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
597 pl->ob->y + pl->socket.mapy/2 >= op->y && 656 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 && 657 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} 658}
603 659
604/* 660/*
605 * make_sure_not_seen: The object which is supposed to be visible through 661 * 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 662 * walls has just been removed from the map, so update the los of any
607 * players within its range 663 * players within its range
608 */ 664 */
609 665
666void
610void make_sure_not_seen(const object *op) { 667make_sure_not_seen (const object *op)
611 player *pl; 668{
612 for (pl = first_player; pl; pl = pl->next) 669 for_all_players (pl)
613 if (pl->ob->map == op->map && 670 if (pl->ob->map == op->map &&
614 pl->ob->y - pl->socket.mapy/2 <= op->y && 671 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
615 pl->ob->y + pl->socket.mapy/2 >= op->y && 672 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; 673 pl->do_los = 1;
619} 674}

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