version 1.33 | | version 1.34 |
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/* | | /* |
* static char *rcsid_init_c = | | * static char *rcsid_init_c = |
* "$Id: request.c,v 1.33 2001/12/31 08:36:04 mwedel Exp $"; | | * "$Id: request.c,v 1.34 2002/04/29 00:18:41 mwedel Exp $"; |
*/ | | */ |
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/* | | /* |
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free(sl.buf); | | free(sl.buf); |
} | | } |
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/* this is the map2 command, which sends only the head of a multi tile | | /* this is the map2 command, which sends only the head of a multi tile. Note that |
* or a animation tag instead of a face (comes later). | | * this doesn't actually reduce bandwdith - if a 2x2 building is say shown on a |
* I reduce for this the x/y bit size to 5. 31x31 map are real big. There should | | * map, the extended byte and offset byte, as well as the head face are sent for 3 |
| | * of the spaces. For the space with the actual head, no extra data is sent. |
| | * |
| | * The x/y bit size is 5. 31x31 map are real big. There should |
* not send bigger or even so big maps (game play problems & performance problems!). | | * not send bigger or even so big maps (game play problems & performance problems!). |
* The first of the free bits is unused, the second is used as a flag byte marker. | | * The first of the free bits is unused, the second is used as a flag byte marker. |
* If it set, there is a byte with flags in front of the face & darkness data. | | * If it set, there is a byte with flags in front of the face & darkness data. |
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strcpy((char*)sl.buf,"map2 "); | | strcpy((char*)sl.buf,"map2 "); |
sl.len=strlen((char*)sl.buf); | | sl.len=strlen((char*)sl.buf); |
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/* x,y are the real map locations. ax, ay are viewport relative | | /* x,y are the real map locations. ax, ay are viewport relative |
* locations. | | * locations. |
*/ | | */ |
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if (!(mask & 0x1f)) | | if (!(mask & 0x1f)) |
sl.len = oldlen; | | sl.len = oldlen; |
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} | | } /* else viewable space */ |
} /* for x loop */ | | } /* for x loop */ |
} /* for y loop */ | | } /* for y loop */ |
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