On Sat, 23 Aug 1997, Gary Barnett wrote: > I've been stumped trying to find a fast way to do the following calculations. > > Given the following grid: (10x10) > > A B C D E F G H I J > 0 . . . . . . . . . . > 1 . . . . . . . . . . > 2 . . . . . . . . . . > 3 . . . . . . . . . . > 4 . . . . . . . . . . > 5 . . . . . . . . . . > 6 . . . . . . . . . . > 7 . . . . . . . . . . > 8 . . . . . . . . . . > 9 . . . . . . . . . . > > > What kind of a routine would you create if you needed to perform the > following actions? > > 1) A straight line computation from one spot to another for the purposes > of determining if there are any obstacles in the way (mobs, objs, terrain) Include math.h and use the pythagorean theorem, it's what we do for a similar type thing, and it's quite fast. Rasdan =--=--=--=--=--=--=--=--=--=--= I have done so much, with so little, James C. Thomas Jr. for so long, Rasdan That I can do anything Head Coder of Finality! with nothing. =--=--=--=--=--=--=--=--=--=--= Finality is based upon CircleMUD 3.0, check us out: finality.mudservices.com 5555 +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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