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Revision: 1.10
Committed: Thu Dec 21 23:37:05 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +46 -46 lines
Log Message:
- made state a per-client variable
  (that does not magically make state a per-client thing!)
- rename player->socket to player->ns. its not a good name for "client",
  but it is an historical artifact, and better than "socket".

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.5 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25    
26     #include <global.h>
27     #include <funcpoint.h>
28     #include <math.h>
29    
30    
31     /* Distance must be less than this for the object to be blocked.
32     * An object is 1.0 wide, so if set to 0.5, it means the object
33     * that blocks half the view (0.0 is complete block) will
34     * block view in our tables.
35     * .4 or less lets you see through walls. .5 is about right.
36     */
37    
38     #define SPACE_BLOCK 0.5
39    
40 root 1.4 typedef struct blstr
41     {
42     int x[4], y[4];
43 elmex 1.1 int index;
44     } blocks;
45    
46     blocks block[MAP_CLIENT_X][MAP_CLIENT_Y];
47    
48 root 1.4 static void expand_lighted_sight (object *op);
49 elmex 1.1
50     /*
51     * Used to initialise the array used by the LOS routines.
52     * What this sets if that x,y blocks the view of bx,by
53     * This then sets up a relation - for example, something
54     * at 5,4 blocks view at 5,3 which blocks view at 5,2
55     * etc. So when we check 5,4 and find it block, we have
56     * the data to know that 5,3 and 5,2 and 5,1 should also
57     * be blocked.
58     */
59    
60 root 1.4 static void
61     set_block (int x, int y, int bx, int by)
62     {
63     int index = block[x][y].index, i;
64 elmex 1.1
65 root 1.4 /* Due to flipping, we may get duplicates - better safe than sorry.
66     */
67     for (i = 0; i < index; i++)
68     {
69     if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
70     return;
71 elmex 1.1 }
72    
73 root 1.4 block[x][y].x[index] = bx;
74     block[x][y].y[index] = by;
75     block[x][y].index++;
76 elmex 1.1 #ifdef LOS_DEBUG
77 root 1.4 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
78 elmex 1.1 #endif
79     }
80    
81     /*
82     * initialises the array used by the LOS routines.
83     */
84    
85     /* since we are only doing the upper left quadrant, only
86     * these spaces could possibly get blocked, since these
87     * are the only ones further out that are still possibly in the
88     * sightline.
89     */
90    
91 root 1.4 void
92     init_block (void)
93     {
94     int x, y, dx, dy, i;
95     static int block_x[3] = { -1, -1, 0 }, block_y[3] =
96     {
97     -1, 0, -1};
98    
99     for (x = 0; x < MAP_CLIENT_X; x++)
100     for (y = 0; y < MAP_CLIENT_Y; y++)
101     {
102     block[x][y].index = 0;
103     }
104    
105    
106     /* The table should be symmetric, so only do the upper left
107     * quadrant - makes the processing easier.
108     */
109     for (x = 1; x <= MAP_CLIENT_X / 2; x++)
110     {
111     for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
112     {
113     for (i = 0; i < 3; i++)
114     {
115     dx = x + block_x[i];
116     dy = y + block_y[i];
117    
118     /* center space never blocks */
119     if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
120     continue;
121    
122     /* If its a straight line, its blocked */
123     if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
124     {
125     /* For simplicity, we mirror the coordinates to block the other
126     * quadrants.
127     */
128     set_block (x, y, dx, dy);
129     if (x == MAP_CLIENT_X / 2)
130     {
131     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
132     }
133     else if (y == MAP_CLIENT_Y / 2)
134     {
135     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
136     }
137     }
138     else
139     {
140     float d1, r, s, l;
141    
142     /* We use the algorihm that found out how close the point
143     * (x,y) is to the line from dx,dy to the center of the viewable
144     * area. l is the distance from x,y to the line.
145     * r is more a curiosity - it lets us know what direction (left/right)
146     * the line is off
147     */
148    
149 root 1.7 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
150 root 1.4 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
151     s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
152     l = FABS (sqrt (d1) * s);
153    
154     if (l <= SPACE_BLOCK)
155     {
156     /* For simplicity, we mirror the coordinates to block the other
157     * quadrants.
158     */
159     set_block (x, y, dx, dy);
160     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
161     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
162     set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
163 root 1.2 }
164     }
165     }
166     }
167 elmex 1.1 }
168     }
169    
170     /*
171     * Used to initialise the array used by the LOS routines.
172     * x,y are indexes into the blocked[][] array.
173     * This recursively sets the blocked line of sight view.
174     * From the blocked[][] array, we know for example
175     * that if some particular space is blocked, it blocks
176     * the view of the spaces 'behind' it, and those blocked
177     * spaces behind it may block other spaces, etc.
178     * In this way, the chain of visibility is set.
179     */
180    
181 root 1.4 static void
182     set_wall (object *op, int x, int y)
183     {
184     int i;
185 elmex 1.1
186 root 1.4 for (i = 0; i < block[x][y].index; i++)
187     {
188     int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
189    
190     /* ax, ay are the values as adjusted to be in the
191     * socket look structure.
192     */
193 root 1.10 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
194     ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
195 elmex 1.1
196 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
197 root 1.4 continue;
198 elmex 1.1 #if 0
199 root 1.4 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
200 elmex 1.1 #endif
201 root 1.4 /* we need to adjust to the fact that the socket
202     * code wants the los to start from the 0,0
203     * and not be relative to middle of los array.
204     */
205     op->contr->blocked_los[ax][ay] = 100;
206     set_wall (op, dx, dy);
207 elmex 1.1 }
208     }
209    
210     /*
211     * Used to initialise the array used by the LOS routines.
212     * op is the object, x and y values based on MAP_CLIENT_X and Y.
213     * this is because they index the blocked[][] arrays.
214     */
215    
216 root 1.4 static void
217     check_wall (object *op, int x, int y)
218     {
219     int ax, ay;
220 elmex 1.1
221 root 1.4 if (!block[x][y].index)
222     return;
223 elmex 1.1
224 root 1.4 /* ax, ay are coordinates as indexed into the look window */
225 root 1.10 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
226     ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
227 root 1.4
228     /* If the converted coordinates are outside the viewable
229     * area for the client, return now.
230     */
231 root 1.10 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
232 root 1.4 return;
233 elmex 1.1
234     #if 0
235 root 1.4 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
236     ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
237 elmex 1.1 #endif
238    
239 root 1.4 /* If this space is already blocked, prune the processing - presumably
240     * whatever has set this space to be blocked has done the work and already
241     * done the dependency chain.
242     */
243     if (op->contr->blocked_los[ax][ay] == 100)
244     return;
245 elmex 1.1
246    
247 root 1.4 if (get_map_flags (op->map, NULL, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))
248     set_wall (op, x, y);
249 elmex 1.1 }
250    
251     /*
252     * Clears/initialises the los-array associated to the player
253     * controlling the object.
254     */
255    
256 root 1.4 void
257     clear_los (object *op)
258     {
259 root 1.10 /* This is safer than using the ns->mapx, mapy because
260 root 1.4 * we index the blocked_los as a 2 way array, so clearing
261     * the first z spaces may not not cover the spaces we are
262     * actually going to use
263     */
264     (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
265 elmex 1.1 }
266    
267     /*
268     * expand_sight goes through the array of what the given player is
269     * able to see, and expands the visible area a bit, so the player will,
270     * to a certain degree, be able to see into corners.
271     * This is somewhat suboptimal, would be better to improve the formula.
272     */
273    
274 root 1.4 static void
275     expand_sight (object *op)
276 elmex 1.1 {
277 root 1.4 int i, x, y, dx, dy;
278 elmex 1.1
279 root 1.10 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
280     for (y = 1; y < op->contr->ns->mapy - 1; y++)
281 root 1.4 {
282     if (!op->contr->blocked_los[x][y] &&
283     !(get_map_flags (op->map, NULL,
284 root 1.10 op->x - op->contr->ns->mapx / 2 + x,
285     op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
286 root 1.4 {
287    
288     for (i = 1; i <= 8; i += 1)
289     { /* mark all directions */
290     dx = x + freearr_x[i];
291     dy = y + freearr_y[i];
292     if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
293     op->contr->blocked_los[dx][dy] = -1;
294     }
295     }
296     }
297    
298     if (MAP_DARKNESS (op->map) > 0) /* player is on a dark map */
299     expand_lighted_sight (op);
300    
301    
302     /* clear mark squares */
303 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
304     for (y = 0; y < op->contr->ns->mapy; y++)
305 root 1.4 if (op->contr->blocked_los[x][y] < 0)
306     op->contr->blocked_los[x][y] = 0;
307 elmex 1.1 }
308    
309    
310    
311    
312     /* returns true if op carries one or more lights
313     * This is a trivial function now days, but it used to
314     * be a bit longer. Probably better for callers to just
315     * check the op->glow_radius instead of calling this.
316     */
317    
318 root 1.4 int
319     has_carried_lights (const object *op)
320     {
321     /* op may glow! */
322     if (op->glow_radius > 0)
323     return 1;
324    
325     return 0;
326     }
327    
328     static void
329     expand_lighted_sight (object *op)
330     {
331     int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
332 root 1.6 maptile *m = op->map;
333 root 1.4 sint16 nx, ny;
334    
335     darklevel = MAP_DARKNESS (m);
336    
337     /* If the player can see in the dark, lower the darklevel for him */
338     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
339     darklevel -= 2;
340    
341     /* add light, by finding all (non-null) nearby light sources, then
342     * mark those squares specially. If the darklevel<1, there is no
343     * reason to do this, so we skip this function
344     */
345    
346     if (darklevel < 1)
347     return;
348    
349     /* Do a sanity check. If not valid, some code below may do odd
350     * things.
351     */
352     if (darklevel > MAX_DARKNESS)
353     {
354     LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, op->map->path, darklevel);
355     darklevel = MAX_DARKNESS;
356 elmex 1.1 }
357    
358 root 1.4 /* First, limit player furthest (unlighted) vision */
359 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
360     for (y = 0; y < op->contr->ns->mapy; y++)
361 root 1.4 if (op->contr->blocked_los[x][y] != 100)
362     op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
363    
364     /* the spaces[] darkness value contains the information we need.
365     * Only process the area of interest.
366     * the basex, basey values represent the position in the op->contr->blocked_los
367     * array. Its easier to just increment them here (and start with the right
368     * value) than to recalculate them down below.
369     */
370 root 1.10 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
371     x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
372 root 1.4 {
373    
374 root 1.10 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
375     y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
376 root 1.4 {
377     m = op->map;
378     nx = x;
379     ny = y;
380    
381     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
382    
383     if (mflags & P_OUT_OF_MAP)
384     continue;
385    
386     /* This space is providing light, so we need to brighten up the
387     * spaces around here.
388     */
389     light = GET_MAP_LIGHT (m, nx, ny);
390     if (light != 0)
391     {
392 elmex 1.1 #if 0
393 root 1.4 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
394 elmex 1.1 #endif
395 root 1.4 for (ax = basex - light; ax <= basex + light; ax++)
396     {
397 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx)
398 root 1.4 continue;
399     for (ay = basey - light; ay <= basey + light; ay++)
400     {
401 root 1.10 if (ay < 0 || ay >= op->contr->ns->mapy)
402 root 1.4 continue;
403    
404     /* If the space is fully blocked, do nothing. Otherwise, we
405     * brighten the space. The further the light is away from the
406     * source (basex-x), the less effect it has. Though light used
407     * to dim in a square manner, it now dims in a circular manner
408     * using the the pythagorean theorem. glow_radius still
409     * represents the radius
410     */
411     if (op->contr->blocked_los[ax][ay] != 100)
412     {
413     x1 = abs (basex - ax) * abs (basex - ax);
414     y1 = abs (basey - ay) * abs (basey - ay);
415     if (light > 0)
416     op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0);
417     if (light < 0)
418     op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0);
419     }
420     } /* for ay */
421     } /* for ax */
422     } /* if this space is providing light */
423     } /* for y */
424     } /* for x */
425    
426     /* Outdoor should never really be completely pitch black dark like
427     * a dungeon, so let the player at least see a little around themselves
428     */
429     if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
430     {
431 root 1.10 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
432     op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
433 root 1.4
434     for (x = -1; x <= 1; x++)
435     for (y = -1; y <= 1; y++)
436     {
437 root 1.10 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
438     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
439 root 1.4 }
440 elmex 1.1 }
441 root 1.4 /* grant some vision to the player, based on the darklevel */
442     for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
443     for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
444 root 1.10 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
445     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
446 root 1.4 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
447 elmex 1.1 }
448    
449     /* blinded_sight() - sets all veiwable squares to blocked except
450     * for the one the central one that the player occupies. A little
451     * odd that you can see yourself (and what your standing on), but
452     * really need for any reasonable game play.
453     */
454    
455 root 1.4 static void
456     blinded_sight (object *op)
457     {
458     int x, y;
459 elmex 1.1
460 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
461     for (y = 0; y < op->contr->ns->mapy; y++)
462 root 1.4 op->contr->blocked_los[x][y] = 100;
463 elmex 1.1
464 root 1.10 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
465 elmex 1.1 }
466    
467     /*
468     * update_los() recalculates the array which specifies what is
469     * visible for the given player-object.
470     */
471    
472 root 1.4 void
473     update_los (object *op)
474     {
475 root 1.10 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
476 elmex 1.1
477 root 1.4 if (QUERY_FLAG (op, FLAG_REMOVED))
478     return;
479 elmex 1.1
480 root 1.4 clear_los (op);
481     if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
482     return;
483    
484     /* For larger maps, this is more efficient than the old way which
485     * used the chaining of the block array. Since many space views could
486     * be blocked by different spaces in front, this mean that a lot of spaces
487     * could be examined multile times, as each path would be looked at.
488     */
489 root 1.10 for (x = (MAP_CLIENT_X - op->contr->ns->mapx) / 2 - 1; x < (MAP_CLIENT_X + op->contr->ns->mapx) / 2 + 1; x++)
490     for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
491 root 1.4 check_wall (op, x, y);
492    
493    
494     /* do the los of the player. 3 (potential) cases */
495     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
496     blinded_sight (op);
497     else
498     expand_sight (op);
499    
500     if (QUERY_FLAG (op, FLAG_XRAYS))
501     {
502     int x, y;
503    
504     for (x = -2; x <= 2; x++)
505     for (y = -2; y <= 2; y++)
506     op->contr->blocked_los[dx + x][dy + y] = 0;
507 elmex 1.1 }
508     }
509    
510     /* update all_map_los is like update_all_los below,
511     * but updates everyone on the map, no matter where they
512     * are. This generally should not be used, as a per
513     * specific map change doesn't make much sense when tiling
514     * is considered (lowering darkness would certainly be a
515     * strange effect if done on a tile map, as it makes
516     * the distinction between maps much more obvious to the
517     * players, which is should not be.
518     * Currently, this function is called from the
519     * change_map_light function
520     */
521 root 1.4 void
522 root 1.6 update_all_map_los (maptile *map)
523 root 1.4 {
524     player *pl;
525 elmex 1.1
526 root 1.4 for (pl = first_player; pl != NULL; pl = pl->next)
527     {
528     if (pl->ob->map == map)
529     pl->do_los = 1;
530 elmex 1.1 }
531     }
532    
533    
534     /*
535     * This function makes sure that update_los() will be called for all
536     * players on the given map within the next frame.
537     * It is triggered by removal or inserting of objects which blocks
538     * the sight in the map.
539     * Modified by MSW 2001-07-12 to take a coordinate of the changed
540     * position, and to also take map tiling into account. This change
541     * means that just being on the same map is not sufficient - the
542     * space that changes must be withing your viewable area.
543     *
544     * map is the map that changed, x and y are the coordinates.
545     */
546    
547 root 1.4 void
548 root 1.6 update_all_los (const maptile *map, int x, int y)
549 root 1.4 {
550     player *pl;
551 elmex 1.1
552 root 1.9 for (pl = first_player; pl; pl = pl->next)
553 root 1.4 {
554     /* Player should not have a null map, but do this
555     * check as a safety
556     */
557     if (!pl->ob->map)
558     continue;
559    
560     /* Same map is simple case - see if pl is close enough.
561     * Note in all cases, we did the check for same map first,
562     * and then see if the player is close enough and update
563     * los if that is the case. If the player is on the
564     * corresponding map, but not close enough, then the
565     * player can't be on another map that may be closer,
566     * so by setting it up this way, we trim processing
567     * some.
568     */
569     if (pl->ob->map == map)
570     {
571 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
572 root 1.4 pl->do_los = 1;
573 root 1.2 }
574 root 1.4 /* Now we check to see if player is on adjacent
575     * maps to the one that changed and also within
576     * view. The tile_maps[] could be null, but in that
577     * case it should never match the pl->ob->map, so
578     * we want ever try to dereference any of the data in it.
579     */
580    
581     /* The logic for 0 and 3 is to see how far the player is
582     * from the edge of the map (height/width) - pl->ob->(x,y)
583     * and to add current position on this map - that gives a
584     * distance.
585     * For 1 and 2, we check to see how far the given
586     * coordinate (x,y) is from the corresponding edge,
587     * and then add the players location, which gives
588     * a distance.
589     */
590     else if (pl->ob->map == map->tile_map[0])
591     {
592 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + MAP_HEIGHT (map->tile_map[0]) - pl->ob->y) <= pl->ns->mapy / 2))
593 root 1.4 pl->do_los = 1;
594 root 1.2 }
595 root 1.4 else if (pl->ob->map == map->tile_map[2])
596     {
597 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + MAP_HEIGHT (map) - y) <= pl->ns->mapy / 2))
598 root 1.4 pl->do_los = 1;
599 root 1.2 }
600 root 1.4 else if (pl->ob->map == map->tile_map[1])
601     {
602 root 1.10 if ((abs (pl->ob->x + MAP_WIDTH (map) - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
603 root 1.4 pl->do_los = 1;
604 root 1.2 }
605 root 1.4 else if (pl->ob->map == map->tile_map[3])
606     {
607 root 1.10 if ((abs (x + MAP_WIDTH (map->tile_map[3]) - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
608 root 1.4 pl->do_los = 1;
609 root 1.2 }
610 elmex 1.1 }
611     }
612    
613     /*
614     * Debug-routine which dumps the array which specifies the visible
615     * area of a player. Triggered by the z key in DM mode.
616     */
617    
618 root 1.4 void
619     print_los (object *op)
620     {
621     int x, y;
622     char buf[50], buf2[10];
623    
624     strcpy (buf, " ");
625 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
626 root 1.4 {
627     sprintf (buf2, "%2d", x);
628     strcat (buf, buf2);
629 elmex 1.1 }
630 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
631 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
632 root 1.4 {
633     sprintf (buf, "%2d:", y);
634 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
635 root 1.4 {
636     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
637     strcat (buf, buf2);
638 root 1.2 }
639 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
640 elmex 1.1 }
641     }
642    
643     /*
644     * make_sure_seen: The object is supposed to be visible through walls, thus
645     * check if any players are nearby, and edit their LOS array.
646     */
647    
648 root 1.4 void
649     make_sure_seen (const object *op)
650     {
651     player *pl;
652 elmex 1.1
653 root 1.4 for (pl = first_player; pl; pl = pl->next)
654     if (pl->ob->map == op->map &&
655 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
656     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
657     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
658 elmex 1.1 }
659    
660     /*
661     * make_sure_not_seen: The object which is supposed to be visible through
662     * walls has just been removed from the map, so update the los of any
663     * players within its range
664     */
665    
666 root 1.4 void
667     make_sure_not_seen (const object *op)
668     {
669     player *pl;
670    
671     for (pl = first_player; pl; pl = pl->next)
672     if (pl->ob->map == op->map &&
673 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
674     pl->ob->y + pl->ns->mapy / 2 >= op->y && pl->ob->x - pl->ns->mapx / 2 <= op->x && pl->ob->x + pl->ns->mapx / 2 >= op->x)
675 root 1.4 pl->do_los = 1;
676 elmex 1.1 }