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authorRobert Vollmert <rvollmert@gmx.net>2009-10-30 13:00:00 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-01 21:45:23 +0100
commit81392eb43b111bc23b2a7950c240494b9cf3d15d (patch)
tree214e14f3af5fb41943f1171f857c4dda2d4cd5be /crawl-ref/source/ray.h
parent972124395af10024e5abc17878f92fde999e4c64 (diff)
downloadcrawl-ref-81392eb43b111bc23b2a7950c240494b9cf3d15d.tar.gz
crawl-ref-81392eb43b111bc23b2a7950c240494b9cf3d15d.zip
Remove ray antialiasing.
Previously, rays were always cut short at corners: If a ray really went like ..... @**.. ..*** ..... it was cut short (for find_ray/targetting/shooting purposes) to ..... @*... ..*** ..... Note that a wall at the removed cell would still block the given ray! This makes ray footprint length matter, so rays are sorted to prefer those that pass through fewer cells. However, this gives quite a few ugly beams, in particular around corners.
Diffstat (limited to 'crawl-ref/source/ray.h')
-rw-r--r--crawl-ref/source/ray.h4
1 files changed, 1 insertions, 3 deletions
diff --git a/crawl-ref/source/ray.h b/crawl-ref/source/ray.h
index aa4570426e..a720dc4885 100644
--- a/crawl-ref/source/ray.h
+++ b/crawl-ref/source/ray.h
@@ -35,8 +35,7 @@ public:
coord_def pos() const;
// returns the direction taken
- adv_type advance(bool shorten = false, const coord_def *p = NULL);
- adv_type advance_through(const coord_def &point);
+ adv_type advance();
void advance_and_bounce();
void regress();
@@ -48,7 +47,6 @@ public:
protected:
adv_type raw_advance_pos();
void flip();
- adv_type raw_advance();
double reflect(bool x, double oldc, double newc) const;
void set_reflect_point(const double oldx, const double oldy,
bool blocked_x, bool blocked_y);