version 1.7 | | version 1.8 |
---|
| | |
/* | | /* |
* static char *rcsid_object_c = | | * static char *rcsid_object_c = |
* "$Id: object.c,v 1.7 2000/06/08 16:08:41 jec Exp $"; | | * "$Id: object.c,v 1.8 2000/06/27 03:34:34 cvs Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
else | | else |
set_map_ob(op->map,op->x,op->y,op); /* Tell the map that we're here */ | | set_map_ob(op->map,op->x,op->y,op); /* Tell the map that we're here */ |
| | |
| | /* build up linked list of light sources in each map. We do |
| | * this even for non-dark maps, as down the line we might make |
| | * a spell/effect which effects the global light of any map. |
| | * -b.t. |
| | */ |
| | #ifdef USE_LIGHTING |
| | if(op->glow_radius>0&&light_not_listed(op)) { |
| | add_light_to_map(op,m); |
| | update_all_los(m); |
| | } else if(m->darkness&&(op->glow_radius>0||op->lights)) /* a light moved, check los */ |
| | update_all_los(m); |
| | #endif |
| | |
if(op->type==PLAYER) | | if(op->type==PLAYER) |
op->contr->do_los=1; | | op->contr->do_los=1; |
for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) | | for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) |