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/cvs/deliantra/server/common/map.C
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Comparing deliantra/server/common/map.C (file contents):
Revision 1.77 by root, Thu Jan 18 16:19:34 2007 UTC vs.
Revision 1.79 by root, Sat Jan 20 22:09:51 2007 UTC

1110void 1110void
1111mapspace::update_ () 1111mapspace::update_ ()
1112{ 1112{
1113 object *tmp, *last = 0; 1113 object *tmp, *last = 0;
1114 uint8 flags = P_UPTODATE, light = 0, anywhere = 0; 1114 uint8 flags = P_UPTODATE, light = 0, anywhere = 0;
1115 New_Face *top, *floor, *middle; 1115 facetile *top, *floor, *middle;
1116 object *top_obj, *floor_obj, *middle_obj; 1116 object *top_obj, *floor_obj, *middle_obj;
1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0; 1117 MoveType move_block = 0, move_slow = 0, move_on = 0, move_off = 0, move_allow = 0;
1118 1118
1119 middle = blank_face; 1119 middle = blank_face;
1120 top = blank_face; 1120 top = blank_face;
1550/* From map.c 1550/* From map.c
1551 * This is used by get_player to determine where the other 1551 * This is used by get_player to determine where the other
1552 * creature is. get_rangevector takes into account map tiling, 1552 * creature is. get_rangevector takes into account map tiling,
1553 * so you just can not look the the map coordinates and get the 1553 * so you just can not look the the map coordinates and get the
1554 * righte value. distance_x/y are distance away, which 1554 * righte value. distance_x/y are distance away, which
1555 * can be negativbe. direction is the crossfire direction scheme 1555 * can be negative. direction is the crossfire direction scheme
1556 * that the creature should head. part is the part of the 1556 * that the creature should head. part is the part of the
1557 * monster that is closest. 1557 * monster that is closest.
1558 * 1558 *
1559 * get_rangevector looks at op1 and op2, and fills in the 1559 * get_rangevector looks at op1 and op2, and fills in the
1560 * structure for op1 to get to op2. 1560 * structure for op1 to get to op2.

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