--- deliantra/server/common/los.C 2006/12/11 21:32:16 1.7 +++ deliantra/server/common/los.C 2008/12/04 03:48:37 1.33 @@ -1,33 +1,31 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + * + * The authors can be reached via e-mail to + */ /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ #include -#include #include - /* Distance must be less than this for the object to be blocked. * An object is 1.0 wide, so if set to 0.5, it means the object * that blocks half the view (0.0 is complete block) will @@ -36,6 +34,7 @@ */ #define SPACE_BLOCK 0.5 +#define MAX_DARKNESS_LOS 4 /* 4 == totally dark */ typedef struct blstr { @@ -43,7 +42,11 @@ int index; } blocks; -blocks block[MAP_CLIENT_X][MAP_CLIENT_Y]; +// 31/32 == a speed hack +// we would like to use 32 for speed, but the code loops endlessly +// then, reason not yet identified, so only make the array use 32, +// not the define's. +blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y]; static void expand_lighted_sight (object *op); @@ -92,15 +95,12 @@ init_block (void) { int x, y, dx, dy, i; - static int block_x[3] = { -1, -1, 0 }, block_y[3] = - { - -1, 0, -1}; + static int block_x[3] = { -1, -1, 0 }, + block_y[3] = { -1, 0, -1 }; for (x = 0; x < MAP_CLIENT_X; x++) for (y = 0; y < MAP_CLIENT_Y; y++) - { - block[x][y].index = 0; - } + block[x][y].index = 0; /* The table should be symmetric, so only do the upper left @@ -127,13 +127,9 @@ */ set_block (x, y, dx, dy); if (x == MAP_CLIENT_X / 2) - { - set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); - } + set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); else if (y == MAP_CLIENT_Y / 2) - { - set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); - } + set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); } else { @@ -177,7 +173,6 @@ * spaces behind it may block other spaces, etc. * In this way, the chain of visibility is set. */ - static void set_wall (object *op, int x, int y) { @@ -190,10 +185,10 @@ /* ax, ay are the values as adjusted to be in the * socket look structure. */ - ax = dx - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; - ay = dy - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; + ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; + ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; - if (ax < 0 || ax >= op->contr->socket.mapx || ay < 0 || ay >= op->contr->socket.mapy) + if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy) continue; #if 0 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay); @@ -222,13 +217,13 @@ return; /* ax, ay are coordinates as indexed into the look window */ - ax = x - (MAP_CLIENT_X - op->contr->socket.mapx) / 2; - ay = y - (MAP_CLIENT_Y - op->contr->socket.mapy) / 2; + ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; + ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; /* If the converted coordinates are outside the viewable * area for the client, return now. */ - if (ax < 0 || ay < 0 || ax >= op->contr->socket.mapx || ay >= op->contr->socket.mapy) + if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy) return; #if 0 @@ -254,14 +249,14 @@ */ void -clear_los (object *op) +clear_los (player *pl) { - /* This is safer than using the socket->mapx, mapy because + /* This is safer than using the ns->mapx, mapy because * we index the blocked_los as a 2 way array, so clearing * the first z spaces may not not cover the spaces we are * actually going to use */ - (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); + memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); } /* @@ -276,13 +271,13 @@ { int i, x, y, dx, dy; - for (x = 1; x < op->contr->socket.mapx - 1; x++) /* loop over inner squares */ - for (y = 1; y < op->contr->socket.mapy - 1; y++) + for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */ + for (y = 1; y < op->contr->ns->mapy - 1; y++) { if (!op->contr->blocked_los[x][y] && !(get_map_flags (op->map, NULL, - op->x - op->contr->socket.mapx / 2 + x, - op->y - op->contr->socket.mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) + op->x - op->contr->ns->mapx / 2 + x, + op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) { for (i = 1; i <= 8; i += 1) @@ -295,20 +290,16 @@ } } - if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */ + if (op->map->darkness > 0) /* player is on a dark map */ expand_lighted_sight (op); - /* clear mark squares */ - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) + for (x = 0; x < op->contr->ns->mapx; x++) + for (y = 0; y < op->contr->ns->mapy; y++) if (op->contr->blocked_los[x][y] < 0) op->contr->blocked_los[x][y] = 0; } - - - /* returns true if op carries one or more lights * This is a trivial function now days, but it used to * be a bit longer. Probably better for callers to just @@ -325,18 +316,41 @@ return 0; } +/* radius, distance => lightness adjust */ +static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1]; + +static struct darkness_init +{ + darkness_init () + { + for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius) + for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance) + { + // max intensity + int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1); + + // actual intensity + intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0)); + + darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0 + ? intensity + : MAX_DARKNESS_LOS - intensity; + } + } +} darkness_init; + static void expand_lighted_sight (object *op) { - int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1; + int x, y, darklevel, basex, basey, mflags, light, x1, y1; maptile *m = op->map; sint16 nx, ny; - darklevel = MAP_DARKNESS (m); + darklevel = m->darkness; /* If the player can see in the dark, lower the darklevel for him */ if (QUERY_FLAG (op, FLAG_SEE_IN_DARK)) - darklevel -= 2; + darklevel -= MAX_DARKNESS_LOS / 2; /* add light, by finding all (non-null) nearby light sources, then * mark those squares specially. If the darklevel<1, there is no @@ -351,133 +365,145 @@ */ if (darklevel > MAX_DARKNESS) { - LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel); + LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel); darklevel = MAX_DARKNESS; } - /* First, limit player furthest (unlighted) vision */ - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) + /* first, make everything totally dark */ + for (x = 0; x < op->contr->ns->mapx; x++) + for (y = 0; y < op->contr->ns->mapy; y++) if (op->contr->blocked_los[x][y] != 100) - op->contr->blocked_los[x][y] = MAX_LIGHT_RADII; + op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS; - /* the spaces[] darkness value contains the information we need. + int half_x = op->contr->ns->mapx / 2; + int half_y = op->contr->ns->mapy / 2; + + int min_x = op->x - half_x - MAX_LIGHT_RADIUS; + int min_y = op->y - half_y - MAX_LIGHT_RADIUS; + int max_x = op->x + half_x + MAX_LIGHT_RADIUS; + int max_y = op->y + half_y + MAX_LIGHT_RADIUS; + + int pass2 = 0; // negative lights have an extra pass + + /* * Only process the area of interest. * the basex, basey values represent the position in the op->contr->blocked_los * array. Its easier to just increment them here (and start with the right * value) than to recalculate them down below. */ - for (x = (op->x - op->contr->socket.mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII; - x <= (op->x + op->contr->socket.mapx / 2 + MAX_LIGHT_RADII); x++, basex++) - { + for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) + for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) + { + maptile *m = op->map; + sint16 nx = x; + sint16 ny = y; + + if (!xy_normalise (m, nx, ny)) + continue; + + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light)) + if (light < 0) + pass2 = 1; + else + { + /* This space is providing light, so we need to brighten up the + * spaces around here. + */ + const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; + + for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++) + for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++) + if (op->contr->blocked_los[ax][ay] != 100) + min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); + } + } - for (y = (op->y - op->contr->socket.mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII; - y <= (op->y + op->contr->socket.mapy / 2 + MAX_LIGHT_RADII); y++, basey++) + // psosibly do 2nd pass for rare negative glow radii + if (pass2) + for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++) + for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++) { - m = op->map; - nx = x; - ny = y; - - mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); + maptile *m = op->map; + sint16 nx = x; + sint16 ny = y; - if (mflags & P_OUT_OF_MAP) + if (!xy_normalise (m, nx, ny)) continue; - /* This space is providing light, so we need to brighten up the - * spaces around here. - */ - light = GET_MAP_LIGHT (m, nx, ny); - if (light != 0) + mapspace &ms = m->at (nx, ny); + ms.update (); + sint8 light = ms.light; + + if (expect_false (light < 0)) { -#if 0 - LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey); -#endif - for (ax = basex - light; ax <= basex + light; ax++) - { - if (ax < 0 || ax >= op->contr->socket.mapx) - continue; - for (ay = basey - light; ay <= basey + light; ay++) - { - if (ay < 0 || ay >= op->contr->socket.mapy) - continue; + const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS]; - /* If the space is fully blocked, do nothing. Otherwise, we - * brighten the space. The further the light is away from the - * source (basex-x), the less effect it has. Though light used - * to dim in a square manner, it now dims in a circular manner - * using the the pythagorean theorem. glow_radius still - * represents the radius - */ - if (op->contr->blocked_los[ax][ay] != 100) - { - x1 = abs (basex - ax) * abs (basex - ax); - y1 = abs (basey - ay) * abs (basey - ay); - if (light > 0) - op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0); - if (light < 0) - op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0); - } - } /* for ay */ - } /* for ax */ - } /* if this space is providing light */ - } /* for y */ - } /* for x */ + for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++) + for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++) + if (op->contr->blocked_los[ax][ay] != 100) + max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]); + } + } /* Outdoor should never really be completely pitch black dark like * a dungeon, so let the player at least see a little around themselves */ - if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3)) + if (op->map->outdoor && darklevel > MAX_DARKNESS - 3) { - if (op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] > (MAX_DARKNESS - 3)) - op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = MAX_DARKNESS - 3; + if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3)) + op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3; for (x = -1; x <= 1; x++) for (y = -1; y <= 1; y++) { - if (op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] > (MAX_DARKNESS - 2)) - op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] = MAX_DARKNESS - 2; + if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2)) + op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2; } } + /* grant some vision to the player, based on the darklevel */ for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++) for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++) - if (!(op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] == 100)) - op->contr->blocked_los[x + op->contr->socket.mapx / 2][y + op->contr->socket.mapy / 2] -= - MAX (0, 6 - darklevel - MAX (abs (x), abs (y))); + if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100)) + op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -= + max (0, 6 - darklevel - max (abs (x), abs (y))); } -/* blinded_sight() - sets all veiwable squares to blocked except +/* blinded_sight() - sets all viewable squares to blocked except * for the one the central one that the player occupies. A little * odd that you can see yourself (and what your standing on), but * really need for any reasonable game play. */ - static void blinded_sight (object *op) { int x, y; - for (x = 0; x < op->contr->socket.mapx; x++) - for (y = 0; y < op->contr->socket.mapy; y++) + for (x = 0; x < op->contr->ns->mapx; x++) + for (y = 0; y < op->contr->ns->mapy; y++) op->contr->blocked_los[x][y] = 100; - op->contr->blocked_los[op->contr->socket.mapx / 2][op->contr->socket.mapy / 2] = 0; + op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0; } /* * update_los() recalculates the array which specifies what is * visible for the given player-object. */ - void update_los (object *op) { - int dx = op->contr->socket.mapx / 2, dy = op->contr->socket.mapy / 2, x, y; + int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y; if (QUERY_FLAG (op, FLAG_REMOVED)) return; - clear_los (op); + clear_los (op->contr); + if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ ) return; @@ -486,30 +512,26 @@ * be blocked by different spaces in front, this mean that a lot of spaces * could be examined multile times, as each path would be looked at. */ - for (x = (MAP_CLIENT_X - op->contr->socket.mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->socket.mapx) / 2 + 1; x++) - for (y = (MAP_CLIENT_Y - op->contr->socket.mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->socket.mapy) / 2 + 1; y++) + for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++) + for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++) check_wall (op, x, y); - /* do the los of the player. 3 (potential) cases */ if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */ blinded_sight (op); else expand_sight (op); + //TODO: no range-checking whatsoever :( if (QUERY_FLAG (op, FLAG_XRAYS)) - { - int x, y; - - for (x = -2; x <= 2; x++) - for (y = -2; y <= 2; y++) - op->contr->blocked_los[dx + x][dy + y] = 0; - } + for (int x = -2; x <= 2; x++) + for (int y = -2; y <= 2; y++) + op->contr->blocked_los[dx + x][dy + y] = 0; } /* update all_map_los is like update_all_los below, * but updates everyone on the map, no matter where they - * are. This generally should not be used, as a per + * are. This generally should not be used, as a per * specific map change doesn't make much sense when tiling * is considered (lowering darkness would certainly be a * strange effect if done on a tile map, as it makes @@ -521,16 +543,11 @@ void update_all_map_los (maptile *map) { - player *pl; - - for (pl = first_player; pl != NULL; pl = pl->next) - { - if (pl->ob->map == map) - pl->do_los = 1; - } + for_all_players (pl) + if (pl->ob && pl->ob->map == map) + pl->do_los = 1; } - /* * This function makes sure that update_los() will be called for all * players on the given map within the next frame. @@ -543,18 +560,15 @@ * * map is the map that changed, x and y are the coordinates. */ - void update_all_los (const maptile *map, int x, int y) { - player *pl; - - for (pl = first_player; pl != NULL; pl = pl->next) + for_all_players (pl) { /* Player should not have a null map, but do this * check as a safety */ - if (!pl->ob->map) + if (!pl->ob || !pl->ob->map || !pl->ns) continue; /* Same map is simple case - see if pl is close enough. @@ -568,17 +582,17 @@ */ if (pl->ob->map == map) { - if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) pl->do_los = 1; } + /* Now we check to see if player is on adjacent * maps to the one that changed and also within * view. The tile_maps[] could be null, but in that * case it should never match the pl->ob->map, so * we want ever try to dereference any of the data in it. - */ - - /* The logic for 0 and 3 is to see how far the player is + * + * The logic for 0 and 3 is to see how far the player is * from the edge of the map (height/width) - pl->ob->(x,y) * and to add current position on this map - that gives a * distance. @@ -589,22 +603,22 @@ */ else if (pl->ob->map == map->tile_map[0]) { - if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->socket.mapy / 2)) + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[2]) { - if ((abs (pl->ob->x - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->socket.mapy / 2)) + if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[1]) { - if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) + if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) pl->do_los = 1; } else if (pl->ob->map == map->tile_map[3]) { - if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->socket.mapx / 2) && (abs (pl->ob->y - y) <= pl->socket.mapy / 2)) + if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2)) pl->do_los = 1; } } @@ -614,7 +628,6 @@ * Debug-routine which dumps the array which specifies the visible * area of a player. Triggered by the z key in DM mode. */ - void print_los (object *op) { @@ -622,20 +635,25 @@ char buf[50], buf2[10]; strcpy (buf, " "); - for (x = 0; x < op->contr->socket.mapx; x++) + + for (x = 0; x < op->contr->ns->mapx; x++) { sprintf (buf2, "%2d", x); strcat (buf, buf2); } + new_draw_info (NDI_UNIQUE, 0, op, buf); - for (y = 0; y < op->contr->socket.mapy; y++) + + for (y = 0; y < op->contr->ns->mapy; y++) { sprintf (buf, "%2d:", y); - for (x = 0; x < op->contr->socket.mapx; x++) + + for (x = 0; x < op->contr->ns->mapx; x++) { sprintf (buf2, " %1d", op->contr->blocked_los[x][y]); strcat (buf, buf2); } + new_draw_info (NDI_UNIQUE, 0, op, buf); } } @@ -648,13 +666,11 @@ void make_sure_seen (const object *op) { - player *pl; - - for (pl = first_player; pl; pl = pl->next) + for_all_players (pl) if (pl->ob->map == op->map && - pl->ob->y - pl->socket.mapy / 2 <= op->y && - pl->ob->y + pl->socket.mapy / 2 >= op->y && pl->ob->x - pl->socket.mapx / 2 <= op->x && pl->ob->x + pl->socket.mapx / 2 >= op->x) - pl->blocked_los[pl->socket.mapx / 2 + op->x - pl->ob->x][pl->socket.mapy / 2 + op->y - pl->ob->y] = 0; + pl->ob->y - pl->ns->mapy / 2 <= op->y && + 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) + pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0; } /* @@ -666,11 +682,9 @@ void make_sure_not_seen (const object *op) { - player *pl; - - for (pl = first_player; pl; pl = pl->next) + for_all_players (pl) if (pl->ob->map == op->map && - pl->ob->y - pl->socket.mapy / 2 <= op->y && - pl->ob->y + pl->socket.mapy / 2 >= op->y && pl->ob->x - pl->socket.mapx / 2 <= op->x && pl->ob->x + pl->socket.mapx / 2 >= op->x) + pl->ob->y - pl->ns->mapy / 2 <= op->y && + 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) pl->do_los = 1; }