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/cvs/deliantra/server/common/los.C
Revision: 1.16
Committed: Sat Jan 6 14:42:29 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.16 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.5 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
26    
27     #include <global.h>
28     #include <funcpoint.h>
29     #include <math.h>
30    
31    
32     /* Distance must be less than this for the object to be blocked.
33     * An object is 1.0 wide, so if set to 0.5, it means the object
34     * that blocks half the view (0.0 is complete block) will
35     * block view in our tables.
36     * .4 or less lets you see through walls. .5 is about right.
37     */
38    
39     #define SPACE_BLOCK 0.5
40    
41 root 1.4 typedef struct blstr
42     {
43     int x[4], y[4];
44 elmex 1.1 int index;
45     } blocks;
46    
47     blocks block[MAP_CLIENT_X][MAP_CLIENT_Y];
48    
49 root 1.4 static void expand_lighted_sight (object *op);
50 elmex 1.1
51     /*
52     * Used to initialise the array used by the LOS routines.
53     * What this sets if that x,y blocks the view of bx,by
54     * This then sets up a relation - for example, something
55     * at 5,4 blocks view at 5,3 which blocks view at 5,2
56     * etc. So when we check 5,4 and find it block, we have
57     * the data to know that 5,3 and 5,2 and 5,1 should also
58     * be blocked.
59     */
60    
61 root 1.4 static void
62     set_block (int x, int y, int bx, int by)
63     {
64     int index = block[x][y].index, i;
65 elmex 1.1
66 root 1.4 /* Due to flipping, we may get duplicates - better safe than sorry.
67     */
68     for (i = 0; i < index; i++)
69     {
70     if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
71     return;
72 elmex 1.1 }
73    
74 root 1.4 block[x][y].x[index] = bx;
75     block[x][y].y[index] = by;
76     block[x][y].index++;
77 elmex 1.1 #ifdef LOS_DEBUG
78 root 1.4 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
79 elmex 1.1 #endif
80     }
81    
82     /*
83     * initialises the array used by the LOS routines.
84     */
85    
86     /* since we are only doing the upper left quadrant, only
87     * these spaces could possibly get blocked, since these
88     * are the only ones further out that are still possibly in the
89     * sightline.
90     */
91    
92 root 1.4 void
93     init_block (void)
94     {
95     int x, y, dx, dy, i;
96     static int block_x[3] = { -1, -1, 0 }, block_y[3] =
97     {
98     -1, 0, -1};
99    
100     for (x = 0; x < MAP_CLIENT_X; x++)
101     for (y = 0; y < MAP_CLIENT_Y; y++)
102     {
103     block[x][y].index = 0;
104     }
105    
106    
107     /* The table should be symmetric, so only do the upper left
108     * quadrant - makes the processing easier.
109     */
110     for (x = 1; x <= MAP_CLIENT_X / 2; x++)
111     {
112     for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
113     {
114     for (i = 0; i < 3; i++)
115     {
116     dx = x + block_x[i];
117     dy = y + block_y[i];
118    
119     /* center space never blocks */
120     if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
121     continue;
122    
123     /* If its a straight line, its blocked */
124     if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
125     {
126     /* For simplicity, we mirror the coordinates to block the other
127     * quadrants.
128     */
129     set_block (x, y, dx, dy);
130     if (x == MAP_CLIENT_X / 2)
131     {
132     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
133     }
134     else if (y == MAP_CLIENT_Y / 2)
135     {
136     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
137     }
138     }
139     else
140     {
141     float d1, r, s, l;
142    
143     /* We use the algorihm that found out how close the point
144     * (x,y) is to the line from dx,dy to the center of the viewable
145     * area. l is the distance from x,y to the line.
146     * r is more a curiosity - it lets us know what direction (left/right)
147     * the line is off
148     */
149    
150 root 1.7 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
151 root 1.4 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
152     s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
153     l = FABS (sqrt (d1) * s);
154    
155     if (l <= SPACE_BLOCK)
156     {
157     /* For simplicity, we mirror the coordinates to block the other
158     * quadrants.
159     */
160     set_block (x, y, dx, dy);
161     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
162     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
163     set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
164 root 1.2 }
165     }
166     }
167     }
168 elmex 1.1 }
169     }
170    
171     /*
172     * Used to initialise the array used by the LOS routines.
173     * x,y are indexes into the blocked[][] array.
174     * This recursively sets the blocked line of sight view.
175     * From the blocked[][] array, we know for example
176     * that if some particular space is blocked, it blocks
177     * the view of the spaces 'behind' it, and those blocked
178     * spaces behind it may block other spaces, etc.
179     * In this way, the chain of visibility is set.
180     */
181    
182 root 1.4 static void
183     set_wall (object *op, int x, int y)
184     {
185     int i;
186 elmex 1.1
187 root 1.4 for (i = 0; i < block[x][y].index; i++)
188     {
189     int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
190    
191     /* ax, ay are the values as adjusted to be in the
192     * socket look structure.
193     */
194 root 1.10 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
195     ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
196 elmex 1.1
197 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
198 root 1.4 continue;
199 elmex 1.1 #if 0
200 root 1.4 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
201 elmex 1.1 #endif
202 root 1.4 /* we need to adjust to the fact that the socket
203     * code wants the los to start from the 0,0
204     * and not be relative to middle of los array.
205     */
206     op->contr->blocked_los[ax][ay] = 100;
207     set_wall (op, dx, dy);
208 elmex 1.1 }
209     }
210    
211     /*
212     * Used to initialise the array used by the LOS routines.
213     * op is the object, x and y values based on MAP_CLIENT_X and Y.
214     * this is because they index the blocked[][] arrays.
215     */
216    
217 root 1.4 static void
218     check_wall (object *op, int x, int y)
219     {
220     int ax, ay;
221 elmex 1.1
222 root 1.4 if (!block[x][y].index)
223     return;
224 elmex 1.1
225 root 1.4 /* ax, ay are coordinates as indexed into the look window */
226 root 1.10 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
227     ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
228 root 1.4
229     /* If the converted coordinates are outside the viewable
230     * area for the client, return now.
231     */
232 root 1.10 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
233 root 1.4 return;
234 elmex 1.1
235     #if 0
236 root 1.4 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
237     ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
238 elmex 1.1 #endif
239    
240 root 1.4 /* If this space is already blocked, prune the processing - presumably
241     * whatever has set this space to be blocked has done the work and already
242     * done the dependency chain.
243     */
244     if (op->contr->blocked_los[ax][ay] == 100)
245     return;
246 elmex 1.1
247    
248 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))
249     set_wall (op, x, y);
250 elmex 1.1 }
251    
252     /*
253     * Clears/initialises the los-array associated to the player
254     * controlling the object.
255     */
256    
257 root 1.4 void
258     clear_los (object *op)
259     {
260 root 1.10 /* This is safer than using the ns->mapx, mapy because
261 root 1.4 * we index the blocked_los as a 2 way array, so clearing
262     * the first z spaces may not not cover the spaces we are
263     * actually going to use
264     */
265     (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
266 elmex 1.1 }
267    
268     /*
269     * expand_sight goes through the array of what the given player is
270     * able to see, and expands the visible area a bit, so the player will,
271     * to a certain degree, be able to see into corners.
272     * This is somewhat suboptimal, would be better to improve the formula.
273     */
274    
275 root 1.4 static void
276     expand_sight (object *op)
277 elmex 1.1 {
278 root 1.4 int i, x, y, dx, dy;
279 elmex 1.1
280 root 1.10 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
281     for (y = 1; y < op->contr->ns->mapy - 1; y++)
282 root 1.4 {
283     if (!op->contr->blocked_los[x][y] &&
284     !(get_map_flags (op->map, NULL,
285 root 1.10 op->x - op->contr->ns->mapx / 2 + x,
286     op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
287 root 1.4 {
288    
289     for (i = 1; i <= 8; i += 1)
290     { /* mark all directions */
291     dx = x + freearr_x[i];
292     dy = y + freearr_y[i];
293     if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
294     op->contr->blocked_los[dx][dy] = -1;
295     }
296     }
297     }
298    
299 root 1.14 if (op->map->darkness > 0) /* player is on a dark map */
300 root 1.4 expand_lighted_sight (op);
301    
302    
303     /* clear mark squares */
304 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
305     for (y = 0; y < op->contr->ns->mapy; y++)
306 root 1.4 if (op->contr->blocked_los[x][y] < 0)
307     op->contr->blocked_los[x][y] = 0;
308 elmex 1.1 }
309    
310    
311    
312    
313     /* returns true if op carries one or more lights
314     * This is a trivial function now days, but it used to
315     * be a bit longer. Probably better for callers to just
316     * check the op->glow_radius instead of calling this.
317     */
318    
319 root 1.4 int
320     has_carried_lights (const object *op)
321     {
322     /* op may glow! */
323     if (op->glow_radius > 0)
324     return 1;
325    
326     return 0;
327     }
328    
329     static void
330     expand_lighted_sight (object *op)
331     {
332     int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
333 root 1.6 maptile *m = op->map;
334 root 1.4 sint16 nx, ny;
335    
336 root 1.14 darklevel = m->darkness;
337 root 1.4
338     /* If the player can see in the dark, lower the darklevel for him */
339     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
340     darklevel -= 2;
341    
342     /* add light, by finding all (non-null) nearby light sources, then
343     * mark those squares specially. If the darklevel<1, there is no
344     * reason to do this, so we skip this function
345     */
346    
347     if (darklevel < 1)
348     return;
349    
350     /* Do a sanity check. If not valid, some code below may do odd
351     * things.
352     */
353     if (darklevel > MAX_DARKNESS)
354     {
355 root 1.15 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
356 root 1.4 darklevel = MAX_DARKNESS;
357 elmex 1.1 }
358    
359 root 1.4 /* First, limit player furthest (unlighted) vision */
360 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
361     for (y = 0; y < op->contr->ns->mapy; y++)
362 root 1.4 if (op->contr->blocked_los[x][y] != 100)
363     op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
364    
365     /* the spaces[] darkness value contains the information we need.
366     * Only process the area of interest.
367     * the basex, basey values represent the position in the op->contr->blocked_los
368     * array. Its easier to just increment them here (and start with the right
369     * value) than to recalculate them down below.
370     */
371 root 1.10 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
372     x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
373 root 1.4 {
374    
375 root 1.10 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
376     y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
377 root 1.4 {
378     m = op->map;
379     nx = x;
380     ny = y;
381    
382     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
383    
384     if (mflags & P_OUT_OF_MAP)
385     continue;
386    
387     /* This space is providing light, so we need to brighten up the
388     * spaces around here.
389     */
390     light = GET_MAP_LIGHT (m, nx, ny);
391     if (light != 0)
392     {
393 elmex 1.1 #if 0
394 root 1.4 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
395 elmex 1.1 #endif
396 root 1.4 for (ax = basex - light; ax <= basex + light; ax++)
397     {
398 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx)
399 root 1.4 continue;
400     for (ay = basey - light; ay <= basey + light; ay++)
401     {
402 root 1.10 if (ay < 0 || ay >= op->contr->ns->mapy)
403 root 1.4 continue;
404    
405     /* If the space is fully blocked, do nothing. Otherwise, we
406     * brighten the space. The further the light is away from the
407     * source (basex-x), the less effect it has. Though light used
408     * to dim in a square manner, it now dims in a circular manner
409     * using the the pythagorean theorem. glow_radius still
410     * represents the radius
411     */
412     if (op->contr->blocked_los[ax][ay] != 100)
413     {
414     x1 = abs (basex - ax) * abs (basex - ax);
415     y1 = abs (basey - ay) * abs (basey - ay);
416     if (light > 0)
417     op->contr->blocked_los[ax][ay] -= MAX ((light - isqrt (x1 + y1)), 0);
418     if (light < 0)
419     op->contr->blocked_los[ax][ay] -= MIN ((light + isqrt (x1 + y1)), 0);
420     }
421     } /* for ay */
422     } /* for ax */
423     } /* if this space is providing light */
424     } /* for y */
425     } /* for x */
426    
427     /* Outdoor should never really be completely pitch black dark like
428     * a dungeon, so let the player at least see a little around themselves
429     */
430     if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
431     {
432 root 1.10 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
433     op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
434 root 1.4
435     for (x = -1; x <= 1; x++)
436     for (y = -1; y <= 1; y++)
437     {
438 root 1.10 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
439     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
440 root 1.4 }
441 elmex 1.1 }
442 root 1.4 /* grant some vision to the player, based on the darklevel */
443     for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
444     for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
445 root 1.10 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
446     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
447 root 1.4 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
448 elmex 1.1 }
449    
450     /* blinded_sight() - sets all veiwable squares to blocked except
451     * for the one the central one that the player occupies. A little
452     * odd that you can see yourself (and what your standing on), but
453     * really need for any reasonable game play.
454     */
455    
456 root 1.4 static void
457     blinded_sight (object *op)
458     {
459     int x, y;
460 elmex 1.1
461 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
462     for (y = 0; y < op->contr->ns->mapy; y++)
463 root 1.4 op->contr->blocked_los[x][y] = 100;
464 elmex 1.1
465 root 1.10 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
466 elmex 1.1 }
467    
468     /*
469     * update_los() recalculates the array which specifies what is
470     * visible for the given player-object.
471     */
472    
473 root 1.4 void
474     update_los (object *op)
475     {
476 root 1.10 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
477 elmex 1.1
478 root 1.4 if (QUERY_FLAG (op, FLAG_REMOVED))
479     return;
480 elmex 1.1
481 root 1.4 clear_los (op);
482     if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
483     return;
484    
485     /* For larger maps, this is more efficient than the old way which
486     * used the chaining of the block array. Since many space views could
487     * be blocked by different spaces in front, this mean that a lot of spaces
488     * could be examined multile times, as each path would be looked at.
489     */
490 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++)
491     for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
492 root 1.4 check_wall (op, x, y);
493    
494    
495     /* do the los of the player. 3 (potential) cases */
496     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
497     blinded_sight (op);
498     else
499     expand_sight (op);
500    
501     if (QUERY_FLAG (op, FLAG_XRAYS))
502     {
503     int x, y;
504    
505     for (x = -2; x <= 2; x++)
506     for (y = -2; y <= 2; y++)
507     op->contr->blocked_los[dx + x][dy + y] = 0;
508 elmex 1.1 }
509     }
510    
511     /* update all_map_los is like update_all_los below,
512     * but updates everyone on the map, no matter where they
513 root 1.12 * are. This generally should not be used, as a per
514 elmex 1.1 * specific map change doesn't make much sense when tiling
515     * is considered (lowering darkness would certainly be a
516     * strange effect if done on a tile map, as it makes
517     * the distinction between maps much more obvious to the
518     * players, which is should not be.
519     * Currently, this function is called from the
520     * change_map_light function
521     */
522 root 1.4 void
523 root 1.6 update_all_map_los (maptile *map)
524 root 1.4 {
525 root 1.11 for_all_players (pl)
526 root 1.12 if (pl->ob && pl->ob->map == map)
527 root 1.11 pl->do_los = 1;
528 elmex 1.1 }
529    
530     /*
531     * This function makes sure that update_los() will be called for all
532     * players on the given map within the next frame.
533     * It is triggered by removal or inserting of objects which blocks
534     * the sight in the map.
535     * Modified by MSW 2001-07-12 to take a coordinate of the changed
536     * position, and to also take map tiling into account. This change
537     * means that just being on the same map is not sufficient - the
538     * space that changes must be withing your viewable area.
539     *
540     * map is the map that changed, x and y are the coordinates.
541     */
542 root 1.4 void
543 root 1.6 update_all_los (const maptile *map, int x, int y)
544 root 1.4 {
545 root 1.11 for_all_players (pl)
546 root 1.4 {
547     /* Player should not have a null map, but do this
548     * check as a safety
549     */
550 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
551 root 1.4 continue;
552    
553     /* Same map is simple case - see if pl is close enough.
554     * Note in all cases, we did the check for same map first,
555     * and then see if the player is close enough and update
556     * los if that is the case. If the player is on the
557     * corresponding map, but not close enough, then the
558     * player can't be on another map that may be closer,
559     * so by setting it up this way, we trim processing
560     * some.
561     */
562     if (pl->ob->map == map)
563     {
564 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
565 root 1.4 pl->do_los = 1;
566 root 1.2 }
567 root 1.12
568 root 1.4 /* Now we check to see if player is on adjacent
569     * maps to the one that changed and also within
570     * view. The tile_maps[] could be null, but in that
571     * case it should never match the pl->ob->map, so
572     * we want ever try to dereference any of the data in it.
573 root 1.12 *
574     * The logic for 0 and 3 is to see how far the player is
575 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
576     * and to add current position on this map - that gives a
577     * distance.
578     * For 1 and 2, we check to see how far the given
579     * coordinate (x,y) is from the corresponding edge,
580     * and then add the players location, which gives
581     * a distance.
582     */
583     else if (pl->ob->map == map->tile_map[0])
584     {
585 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (y + map->tile_map[0]->height - pl->ob->y) <= pl->ns->mapy / 2))
586 root 1.4 pl->do_los = 1;
587 root 1.2 }
588 root 1.4 else if (pl->ob->map == map->tile_map[2])
589     {
590 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
591 root 1.4 pl->do_los = 1;
592 root 1.2 }
593 root 1.4 else if (pl->ob->map == map->tile_map[1])
594     {
595 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
596 root 1.4 pl->do_los = 1;
597 root 1.2 }
598 root 1.4 else if (pl->ob->map == map->tile_map[3])
599     {
600 root 1.13 if ((abs (x + map->tile_map[3]->width - pl->ob->x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
601 root 1.4 pl->do_los = 1;
602 root 1.2 }
603 elmex 1.1 }
604     }
605    
606     /*
607     * Debug-routine which dumps the array which specifies the visible
608     * area of a player. Triggered by the z key in DM mode.
609     */
610 root 1.4 void
611     print_los (object *op)
612     {
613     int x, y;
614     char buf[50], buf2[10];
615    
616     strcpy (buf, " ");
617 root 1.11
618 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
619 root 1.4 {
620     sprintf (buf2, "%2d", x);
621     strcat (buf, buf2);
622 elmex 1.1 }
623 root 1.11
624 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
625 root 1.11
626 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
627 root 1.4 {
628     sprintf (buf, "%2d:", y);
629 root 1.11
630 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
631 root 1.4 {
632     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
633     strcat (buf, buf2);
634 root 1.2 }
635 root 1.11
636 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
637 elmex 1.1 }
638     }
639    
640     /*
641     * make_sure_seen: The object is supposed to be visible through walls, thus
642     * check if any players are nearby, and edit their LOS array.
643     */
644    
645 root 1.4 void
646     make_sure_seen (const object *op)
647     {
648 root 1.11 for_all_players (pl)
649 root 1.4 if (pl->ob->map == op->map &&
650 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
651     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)
652     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
653 elmex 1.1 }
654    
655     /*
656     * make_sure_not_seen: The object which is supposed to be visible through
657     * walls has just been removed from the map, so update the los of any
658     * players within its range
659     */
660    
661 root 1.4 void
662     make_sure_not_seen (const object *op)
663     {
664 root 1.11 for_all_players (pl)
665 root 1.4 if (pl->ob->map == op->map &&
666 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
667     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)
668 root 1.4 pl->do_los = 1;
669 elmex 1.1 }