… | |
… | |
30 | * 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 |
31 | * that blocks half the view (0.0 is complete block) will |
31 | * that blocks half the view (0.0 is complete block) will |
32 | * block view in our tables. |
32 | * block view in our tables. |
33 | * .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. |
34 | */ |
34 | */ |
35 | |
|
|
36 | #define SPACE_BLOCK 0.5 |
35 | #define SPACE_BLOCK 0.5 |
37 | |
36 | |
38 | typedef struct blstr |
37 | typedef struct blstr |
39 | { |
38 | { |
40 | int x[4], y[4]; |
39 | int x[4], y[4]; |
… | |
… | |
87 | /* since we are only doing the upper left quadrant, only |
86 | /* since we are only doing the upper left quadrant, only |
88 | * these spaces could possibly get blocked, since these |
87 | * these spaces could possibly get blocked, since these |
89 | * 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 |
90 | * sightline. |
89 | * sightline. |
91 | */ |
90 | */ |
92 | |
|
|
93 | void |
91 | void |
94 | init_block (void) |
92 | init_block (void) |
95 | { |
93 | { |
96 | int x, y, dx, dy, i; |
|
|
97 | static int block_x[3] = { -1, -1, 0 }, |
94 | static int block_x[3] = { -1, -1, 0 }, |
98 | block_y[3] = { -1, 0, -1 }; |
95 | block_y[3] = { -1, 0, -1 }; |
99 | |
96 | |
100 | for (x = 0; x < MAP_CLIENT_X; x++) |
97 | for (int x = 0; x < MAP_CLIENT_X; x++) |
101 | for (y = 0; y < MAP_CLIENT_Y; y++) |
98 | for (int y = 0; y < MAP_CLIENT_Y; y++) |
102 | block[x][y].index = 0; |
99 | block[x][y].index = 0; |
103 | |
|
|
104 | |
100 | |
105 | /* The table should be symmetric, so only do the upper left |
101 | /* The table should be symmetric, so only do the upper left |
106 | * quadrant - makes the processing easier. |
102 | * quadrant - makes the processing easier. |
107 | */ |
103 | */ |
108 | for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
104 | for (int x = 1; x <= MAP_CLIENT_X / 2; x++) |
109 | { |
105 | { |
110 | for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
106 | for (int y = 1; y <= MAP_CLIENT_Y / 2; y++) |
111 | { |
107 | { |
112 | for (i = 0; i < 3; i++) |
108 | for (int i = 0; i < 3; i++) |
113 | { |
109 | { |
114 | dx = x + block_x[i]; |
110 | int dx = x + block_x[i]; |
115 | dy = y + block_y[i]; |
111 | int dy = y + block_y[i]; |
116 | |
112 | |
117 | /* center space never blocks */ |
113 | /* center space never blocks */ |
118 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
114 | if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
119 | continue; |
115 | continue; |
120 | |
116 | |
… | |
… | |
132 | } |
128 | } |
133 | else |
129 | else |
134 | { |
130 | { |
135 | float d1, r, s, l; |
131 | float d1, r, s, l; |
136 | |
132 | |
137 | /* We use the algorihm that found out how close the point |
133 | /* We use the algorithm that found out how close the point |
138 | * (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 |
139 | * area. l is the distance from x,y to the line. |
135 | * area. l is the distance from x,y to the line. |
140 | * 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) |
141 | * the line is off |
137 | * the line is off |
142 | */ |
138 | */ |
143 | |
139 | |
144 | d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f)); |
140 | d1 = (powf (MAP_CLIENT_X / 2 - dx, 2.f) + powf (MAP_CLIENT_Y / 2 - dy, 2.f)); |
145 | 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; |
146 | 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; |
147 | l = FABS (sqrt (d1) * s); |
143 | l = fabs (sqrtf (d1) * s); |
148 | |
144 | |
149 | if (l <= SPACE_BLOCK) |
145 | if (l <= SPACE_BLOCK) |
150 | { |
146 | { |
151 | /* For simplicity, we mirror the coordinates to block the other |
147 | /* For simplicity, we mirror the coordinates to block the other |
152 | * quadrants. |
148 | * quadrants. |
… | |
… | |
173 | * In this way, the chain of visibility is set. |
169 | * In this way, the chain of visibility is set. |
174 | */ |
170 | */ |
175 | static void |
171 | static void |
176 | set_wall (object *op, int x, int y) |
172 | set_wall (object *op, int x, int y) |
177 | { |
173 | { |
178 | int i; |
|
|
179 | |
|
|
180 | for (i = 0; i < block[x][y].index; i++) |
174 | for (int i = 0; i < block[x][y].index; i++) |
181 | { |
175 | { |
182 | 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; |
183 | |
177 | |
184 | /* ax, ay are the values as adjusted to be in the |
178 | /* ax, ay are the values as adjusted to be in the |
185 | * socket look structure. |
179 | * socket look structure. |
… | |
… | |
204 | /* |
198 | /* |
205 | * Used to initialise the array used by the LOS routines. |
199 | * Used to initialise the array used by the LOS routines. |
206 | * 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. |
207 | * this is because they index the blocked[][] arrays. |
201 | * this is because they index the blocked[][] arrays. |
208 | */ |
202 | */ |
209 | |
|
|
210 | static void |
203 | static void |
211 | check_wall (object *op, int x, int y) |
204 | check_wall (object *op, int x, int y) |
212 | { |
205 | { |
213 | int ax, ay; |
206 | int ax, ay; |
214 | |
207 | |
… | |
… | |
261 | * 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 |
262 | * 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, |
263 | * to a certain degree, be able to see into corners. |
256 | * to a certain degree, be able to see into corners. |
264 | * This is somewhat suboptimal, would be better to improve the formula. |
257 | * This is somewhat suboptimal, would be better to improve the formula. |
265 | */ |
258 | */ |
266 | |
|
|
267 | static void |
259 | static void |
268 | expand_sight (object *op) |
260 | expand_sight (object *op) |
269 | { |
261 | { |
270 | int i, x, y, dx, dy; |
|
|
271 | |
|
|
272 | for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
262 | for (int x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ |
273 | for (y = 1; y < op->contr->ns->mapy - 1; y++) |
263 | for (int y = 1; y < op->contr->ns->mapy - 1; y++) |
274 | { |
|
|
275 | if (!op->contr->blocked_los[x][y] && |
264 | if (!op->contr->blocked_los[x][y] && |
276 | !(get_map_flags (op->map, NULL, |
265 | !(get_map_flags (op->map, NULL, |
277 | op->x - op->contr->ns->mapx / 2 + x, |
266 | op->x - op->contr->ns->mapx / 2 + x, |
278 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
267 | op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
279 | { |
268 | { |
280 | |
|
|
281 | for (i = 1; i <= 8; i += 1) |
269 | for (int i = 1; i <= 8; i += 1) |
282 | { /* mark all directions */ |
270 | { /* mark all directions */ |
283 | dx = x + freearr_x[i]; |
271 | int dx = x + freearr_x[i]; |
284 | dy = y + freearr_y[i]; |
272 | int dy = y + freearr_y[i]; |
|
|
273 | |
285 | 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 */ |
286 | op->contr->blocked_los[dx][dy] = -1; |
275 | op->contr->blocked_los[dx][dy] = -1; |
287 | } |
276 | } |
288 | } |
277 | } |
289 | } |
|
|
290 | |
278 | |
291 | if (op->map->darkness > 0) /* player is on a dark map */ |
|
|
292 | expand_lighted_sight (op); |
279 | expand_lighted_sight (op); |
293 | |
280 | |
294 | /* clear mark squares */ |
281 | /* clear mark squares */ |
295 | for (x = 0; x < op->contr->ns->mapx; x++) |
282 | for (int x = 0; x < op->contr->ns->mapx; x++) |
296 | for (y = 0; y < op->contr->ns->mapy; y++) |
283 | for (int y = 0; y < op->contr->ns->mapy; y++) |
297 | if (op->contr->blocked_los[x][y] < 0) |
284 | if (op->contr->blocked_los[x][y] < 0) |
298 | op->contr->blocked_los[x][y] = 0; |
285 | op->contr->blocked_los[x][y] = 0; |
299 | } |
286 | } |
300 | |
287 | |
301 | /* returns true if op carries one or more lights |
288 | /* returns true if op carries one or more lights |
302 | * This is a trivial function now days, but it used to |
289 | * This is a trivial function now days, but it used to |
303 | * be a bit longer. Probably better for callers to just |
290 | * be a bit longer. Probably better for callers to just |
304 | * check the op->glow_radius instead of calling this. |
291 | * check the op->glow_radius instead of calling this. |
305 | */ |
292 | */ |
306 | |
|
|
307 | int |
293 | int |
308 | has_carried_lights (const object *op) |
294 | has_carried_lights (const object *op) |
309 | { |
295 | { |
310 | /* op may glow! */ |
296 | /* op may glow! */ |
311 | if (op->glow_radius > 0) |
297 | if (op->glow_radius > 0) |
… | |
… | |
335 | : LOS_MAX - intensity; |
321 | : LOS_MAX - intensity; |
336 | } |
322 | } |
337 | } |
323 | } |
338 | } darkness_init; |
324 | } darkness_init; |
339 | |
325 | |
|
|
326 | sint8 |
|
|
327 | los_brighten (sint8 b, sint8 l) |
|
|
328 | { |
|
|
329 | return b == LOS_BLOCKED ? b : min (b, l); |
|
|
330 | } |
|
|
331 | |
|
|
332 | sint8 |
|
|
333 | los_darken (sint8 b, sint8 l) |
|
|
334 | { |
|
|
335 | return max (b, l); |
|
|
336 | } |
|
|
337 | |
|
|
338 | template<sint8 change_it (sint8, sint8)> |
|
|
339 | static void |
|
|
340 | apply_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++) |
|
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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 | */ |
340 | static void |
359 | static void |
341 | expand_lighted_sight (object *op) |
360 | expand_lighted_sight (object *op) |
342 | { |
361 | { |
343 | int x, y, darklevel, basex, basey, mflags, light, x1, y1; |
362 | int darklevel, mflags, light, x1, y1; |
344 | maptile *m = op->map; |
363 | maptile *m = op->map; |
345 | sint16 nx, ny; |
364 | sint16 nx, ny; |
346 | |
365 | |
347 | darklevel = m->darkness; |
366 | darklevel = m->darkness; |
348 | |
367 | |
349 | /* 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 */ |
350 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
369 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) |
351 | darklevel -= LOS_MAX / 2; |
370 | darklevel -= LOS_MAX / 2; |
352 | |
|
|
353 | /* add light, by finding all (non-null) nearby light sources, then |
|
|
354 | * mark those squares specially. If the darklevel<1, there is no |
|
|
355 | * reason to do this, so we skip this function |
|
|
356 | */ |
|
|
357 | |
|
|
358 | if (darklevel < 1) |
|
|
359 | return; |
|
|
360 | |
371 | |
361 | /* 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 |
362 | * things. |
373 | * things. |
363 | */ |
374 | */ |
364 | if (darklevel > MAX_DARKNESS) |
375 | if (darklevel > MAX_DARKNESS) |
365 | { |
376 | { |
366 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
377 | LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); |
367 | darklevel = MAX_DARKNESS; |
378 | darklevel = MAX_DARKNESS; |
368 | } |
379 | } |
369 | |
380 | |
370 | /* first, make everything totally dark */ |
|
|
371 | for (x = 0; x < op->contr->ns->mapx; x++) |
|
|
372 | for (y = 0; y < op->contr->ns->mapy; y++) |
|
|
373 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
|
|
374 | op->contr->blocked_los[x][y] = LOS_MAX; |
|
|
375 | |
|
|
376 | int half_x = op->contr->ns->mapx / 2; |
381 | int half_x = op->contr->ns->mapx / 2; |
377 | int half_y = op->contr->ns->mapy / 2; |
382 | int half_y = op->contr->ns->mapy / 2; |
378 | |
383 | |
379 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
384 | int min_x = op->x - half_x - MAX_LIGHT_RADIUS; |
380 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
385 | int min_y = op->y - half_y - MAX_LIGHT_RADIUS; |
381 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
386 | int max_x = op->x + half_x + MAX_LIGHT_RADIUS; |
382 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
387 | int max_y = op->y + half_y + MAX_LIGHT_RADIUS; |
383 | |
388 | |
384 | int pass2 = 0; // negative lights have an extra pass |
389 | int pass2 = 0; // negative lights have an extra pass |
385 | |
390 | |
386 | /* |
391 | if (darklevel < 1) |
|
|
392 | pass2 = 1; |
|
|
393 | else |
|
|
394 | { |
|
|
395 | /* first, make everything totally dark */ |
|
|
396 | for (int x = 0; x < op->contr->ns->mapx; x++) |
|
|
397 | for (int y = 0; y < op->contr->ns->mapy; y++) |
|
|
398 | if (op->contr->blocked_los[x][y] != LOS_BLOCKED) |
|
|
399 | op->contr->blocked_los[x][y] = LOS_MAX; |
|
|
400 | |
|
|
401 | /* |
387 | * Only process the area of interest. |
402 | * Only process the area of interest. |
388 | * 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 |
389 | * 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 |
390 | * value) than to recalculate them down below. |
405 | * value) than to recalculate them down below. |
391 | */ |
406 | */ |
392 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
407 | for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
393 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
408 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
|
|
409 | { |
|
|
410 | maptile *m = op->map; |
|
|
411 | sint16 nx = x; |
|
|
412 | sint16 ny = y; |
|
|
413 | |
|
|
414 | if (!xy_normalise (m, nx, ny)) |
|
|
415 | continue; |
|
|
416 | |
|
|
417 | mapspace &ms = m->at (nx, ny); |
|
|
418 | ms.update (); |
|
|
419 | sint8 light = ms.light; |
|
|
420 | |
|
|
421 | if (expect_false (light)) |
|
|
422 | if (light < 0) |
|
|
423 | pass2 = 1; |
|
|
424 | else |
|
|
425 | apply_light<los_brighten> (op, basex, basey, light, darkness [light + MAX_LIGHT_RADIUS]); |
|
|
426 | } |
|
|
427 | |
|
|
428 | /* grant some vision to the player, based on the darklevel */ |
|
|
429 | /* for outdoor maps, ensure some mininum visibility radius */ |
394 | { |
430 | { |
395 | maptile *m = op->map; |
431 | int light = clamp (MAX_DARKNESS - darklevel, op->map->outdoor ? 2 : 0, MAX_LIGHT_RADIUS); |
396 | sint16 nx = x; |
|
|
397 | sint16 ny = y; |
|
|
398 | |
432 | |
399 | if (!xy_normalise (m, nx, ny)) |
433 | apply_light<los_brighten> (op, half_x, half_y, light, darkness [light + MAX_LIGHT_RADIUS]); |
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 | } |
434 | } |
|
|
435 | } |
422 | |
436 | |
423 | // psosibly do 2nd pass for rare negative glow radii |
437 | // possibly do 2nd pass for rare negative glow radii |
424 | if (expect_false (pass2)) |
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) |
425 | for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) |
441 | for (int 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++) |
442 | for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) |
427 | { |
443 | { |
428 | maptile *m = op->map; |
444 | maptile *m = op->map; |
429 | sint16 nx = x; |
445 | sint16 nx = x; |
430 | sint16 ny = y; |
446 | sint16 ny = y; |
431 | |
447 | |
… | |
… | |
435 | mapspace &ms = m->at (nx, ny); |
451 | mapspace &ms = m->at (nx, ny); |
436 | ms.update (); |
452 | ms.update (); |
437 | sint8 light = ms.light; |
453 | sint8 light = ms.light; |
438 | |
454 | |
439 | if (expect_false (light < 0)) |
455 | if (expect_false (light < 0)) |
440 | { |
456 | apply_light<los_darken> (op, basex, basey, -light, darkness [light + MAX_LIGHT_RADIUS]); |
441 | const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; |
|
|
442 | |
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443 | for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) |
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444 | for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) |
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445 | if (op->contr->blocked_los[ax][ay] != LOS_BLOCKED) |
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446 | max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); |
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447 | } |
457 | } |
448 | } |
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449 | |
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450 | /* Outdoor should never really be completely pitch black dark like |
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451 | * a dungeon, so let the player at least see a little around themselves |
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452 | */ |
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453 | if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) |
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454 | { |
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455 | if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (LOS_MAX - 3)) |
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456 | op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = LOS_MAX - 3; |
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457 | |
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458 | for (x = -1; x <= 1; x++) |
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459 | for (y = -1; y <= 1; y++) |
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460 | if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (LOS_MAX - 2)) |
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461 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = LOS_MAX - 2; |
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462 | } |
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463 | |
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464 | /* grant some vision to the player, based on the darklevel */ |
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465 | for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) |
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466 | for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) |
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467 | if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == LOS_BLOCKED)) |
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468 | op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= |
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469 | max (0, 6 - darklevel - max (abs (x), abs (y))); |
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470 | } |
458 | } |
471 | |
459 | |
472 | /* blinded_sight() - sets all viewable squares to blocked except |
460 | /* blinded_sight() - sets all viewable squares to blocked except |
473 | * 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 |
474 | * 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 |