ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/los.C
Revision: 1.23
Committed: Fri Feb 16 22:21:45 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.22: +5 -1 lines
Log Message:
- set map before parsing an object, add_button_link requires this
  completely bogus idiotic design bug.
- document speed hack by elmex :)

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.19 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
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     /* 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 root 1.23 // 31/32 == a speed hack
47     // we would like to use 32 for speed, but the code loops endlessly
48     // then, reason not yet identified, so only make the array use 32,
49     // not the define's.
50     blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
51 elmex 1.1
52 root 1.4 static void expand_lighted_sight (object *op);
53 elmex 1.1
54     /*
55     * Used to initialise the array used by the LOS routines.
56     * What this sets if that x,y blocks the view of bx,by
57     * This then sets up a relation - for example, something
58     * at 5,4 blocks view at 5,3 which blocks view at 5,2
59     * etc. So when we check 5,4 and find it block, we have
60     * the data to know that 5,3 and 5,2 and 5,1 should also
61     * be blocked.
62     */
63    
64 root 1.4 static void
65     set_block (int x, int y, int bx, int by)
66     {
67     int index = block[x][y].index, i;
68 elmex 1.1
69 root 1.4 /* Due to flipping, we may get duplicates - better safe than sorry.
70     */
71     for (i = 0; i < index; i++)
72     {
73     if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
74     return;
75 elmex 1.1 }
76    
77 root 1.4 block[x][y].x[index] = bx;
78     block[x][y].y[index] = by;
79     block[x][y].index++;
80 elmex 1.1 #ifdef LOS_DEBUG
81 root 1.4 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
82 elmex 1.1 #endif
83     }
84    
85     /*
86     * initialises the array used by the LOS routines.
87     */
88    
89     /* since we are only doing the upper left quadrant, only
90     * these spaces could possibly get blocked, since these
91     * are the only ones further out that are still possibly in the
92     * sightline.
93     */
94    
95 root 1.4 void
96     init_block (void)
97     {
98     int x, y, dx, dy, i;
99     static int block_x[3] = { -1, -1, 0 }, block_y[3] =
100     {
101     -1, 0, -1};
102    
103     for (x = 0; x < MAP_CLIENT_X; x++)
104     for (y = 0; y < MAP_CLIENT_Y; y++)
105     {
106     block[x][y].index = 0;
107     }
108    
109    
110     /* The table should be symmetric, so only do the upper left
111     * quadrant - makes the processing easier.
112     */
113     for (x = 1; x <= MAP_CLIENT_X / 2; x++)
114     {
115     for (y = 1; y <= MAP_CLIENT_Y / 2; y++)
116     {
117     for (i = 0; i < 3; i++)
118     {
119     dx = x + block_x[i];
120     dy = y + block_y[i];
121    
122     /* center space never blocks */
123     if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2)
124     continue;
125    
126     /* If its a straight line, its blocked */
127     if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2))
128     {
129     /* For simplicity, we mirror the coordinates to block the other
130     * quadrants.
131     */
132     set_block (x, y, dx, dy);
133     if (x == MAP_CLIENT_X / 2)
134     {
135     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
136     }
137     else if (y == MAP_CLIENT_Y / 2)
138     {
139     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
140     }
141     }
142     else
143     {
144     float d1, r, s, l;
145    
146     /* We use the algorihm that found out how close the point
147     * (x,y) is to the line from dx,dy to the center of the viewable
148     * area. l is the distance from x,y to the line.
149     * r is more a curiosity - it lets us know what direction (left/right)
150     * the line is off
151     */
152    
153 root 1.7 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
154 root 1.4 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
155     s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
156     l = FABS (sqrt (d1) * s);
157    
158     if (l <= SPACE_BLOCK)
159     {
160     /* For simplicity, we mirror the coordinates to block the other
161     * quadrants.
162     */
163     set_block (x, y, dx, dy);
164     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
165     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
166     set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
167 root 1.2 }
168     }
169     }
170     }
171 elmex 1.1 }
172     }
173    
174     /*
175     * Used to initialise the array used by the LOS routines.
176     * x,y are indexes into the blocked[][] array.
177     * This recursively sets the blocked line of sight view.
178     * From the blocked[][] array, we know for example
179     * that if some particular space is blocked, it blocks
180     * the view of the spaces 'behind' it, and those blocked
181     * spaces behind it may block other spaces, etc.
182     * In this way, the chain of visibility is set.
183     */
184    
185 root 1.4 static void
186     set_wall (object *op, int x, int y)
187     {
188     int i;
189 elmex 1.1
190 root 1.4 for (i = 0; i < block[x][y].index; i++)
191     {
192     int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
193    
194     /* ax, ay are the values as adjusted to be in the
195     * socket look structure.
196     */
197 root 1.10 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
198     ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
199 elmex 1.1
200 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
201 root 1.4 continue;
202 elmex 1.1 #if 0
203 root 1.4 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
204 elmex 1.1 #endif
205 root 1.4 /* we need to adjust to the fact that the socket
206     * code wants the los to start from the 0,0
207     * and not be relative to middle of los array.
208     */
209     op->contr->blocked_los[ax][ay] = 100;
210     set_wall (op, dx, dy);
211 elmex 1.1 }
212     }
213    
214     /*
215     * Used to initialise the array used by the LOS routines.
216     * op is the object, x and y values based on MAP_CLIENT_X and Y.
217     * this is because they index the blocked[][] arrays.
218     */
219    
220 root 1.4 static void
221     check_wall (object *op, int x, int y)
222     {
223     int ax, ay;
224 elmex 1.1
225 root 1.4 if (!block[x][y].index)
226     return;
227 elmex 1.1
228 root 1.4 /* ax, ay are coordinates as indexed into the look window */
229 root 1.10 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
230     ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
231 root 1.4
232     /* If the converted coordinates are outside the viewable
233     * area for the client, return now.
234     */
235 root 1.10 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
236 root 1.4 return;
237 elmex 1.1
238     #if 0
239 root 1.4 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
240     ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
241 elmex 1.1 #endif
242    
243 root 1.4 /* If this space is already blocked, prune the processing - presumably
244     * whatever has set this space to be blocked has done the work and already
245     * done the dependency chain.
246     */
247     if (op->contr->blocked_los[ax][ay] == 100)
248     return;
249 elmex 1.1
250    
251 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))
252     set_wall (op, x, y);
253 elmex 1.1 }
254    
255     /*
256     * Clears/initialises the los-array associated to the player
257     * controlling the object.
258     */
259    
260 root 1.4 void
261     clear_los (object *op)
262     {
263 root 1.10 /* This is safer than using the ns->mapx, mapy because
264 root 1.4 * we index the blocked_los as a 2 way array, so clearing
265     * the first z spaces may not not cover the spaces we are
266     * actually going to use
267     */
268     (void) memset ((void *) op->contr->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
269 elmex 1.1 }
270    
271     /*
272     * expand_sight goes through the array of what the given player is
273     * able to see, and expands the visible area a bit, so the player will,
274     * to a certain degree, be able to see into corners.
275     * This is somewhat suboptimal, would be better to improve the formula.
276     */
277    
278 root 1.4 static void
279     expand_sight (object *op)
280 elmex 1.1 {
281 root 1.4 int i, x, y, dx, dy;
282 elmex 1.1
283 root 1.10 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
284     for (y = 1; y < op->contr->ns->mapy - 1; y++)
285 root 1.4 {
286     if (!op->contr->blocked_los[x][y] &&
287     !(get_map_flags (op->map, NULL,
288 root 1.10 op->x - op->contr->ns->mapx / 2 + x,
289     op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
290 root 1.4 {
291    
292     for (i = 1; i <= 8; i += 1)
293     { /* mark all directions */
294     dx = x + freearr_x[i];
295     dy = y + freearr_y[i];
296     if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
297     op->contr->blocked_los[dx][dy] = -1;
298     }
299     }
300     }
301    
302 root 1.14 if (op->map->darkness > 0) /* player is on a dark map */
303 root 1.4 expand_lighted_sight (op);
304    
305     /* clear mark squares */
306 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
307     for (y = 0; y < op->contr->ns->mapy; y++)
308 root 1.4 if (op->contr->blocked_los[x][y] < 0)
309     op->contr->blocked_los[x][y] = 0;
310 elmex 1.1 }
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 root 1.14 darklevel = m->darkness;
336 root 1.4
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 root 1.15 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
355 root 1.4 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 root 1.18
400 root 1.4 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 root 1.18
417     if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
418     if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
419 root 1.4 }
420 root 1.18 }
421     }
422     }
423     }
424     }
425 root 1.4
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 1.18
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 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     /* do the los of the player. 3 (potential) cases */
494     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
495     blinded_sight (op);
496     else
497     expand_sight (op);
498    
499 root 1.21 //TODO: no range-checking whatsoever :(
500 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
501 root 1.21 for (int x = -2; x <= 2; x++)
502     for (int y = -2; y <= 2; y++)
503     op->contr->blocked_los[dx + x][dy + y] = 0;
504 elmex 1.1 }
505    
506     /* update all_map_los is like update_all_los below,
507     * but updates everyone on the map, no matter where they
508 root 1.12 * are. This generally should not be used, as a per
509 elmex 1.1 * specific map change doesn't make much sense when tiling
510     * is considered (lowering darkness would certainly be a
511     * strange effect if done on a tile map, as it makes
512     * the distinction between maps much more obvious to the
513     * players, which is should not be.
514     * Currently, this function is called from the
515     * change_map_light function
516     */
517 root 1.4 void
518 root 1.6 update_all_map_los (maptile *map)
519 root 1.4 {
520 root 1.11 for_all_players (pl)
521 root 1.12 if (pl->ob && pl->ob->map == map)
522 root 1.11 pl->do_los = 1;
523 elmex 1.1 }
524    
525     /*
526     * This function makes sure that update_los() will be called for all
527     * players on the given map within the next frame.
528     * It is triggered by removal or inserting of objects which blocks
529     * the sight in the map.
530     * Modified by MSW 2001-07-12 to take a coordinate of the changed
531     * position, and to also take map tiling into account. This change
532     * means that just being on the same map is not sufficient - the
533     * space that changes must be withing your viewable area.
534     *
535     * map is the map that changed, x and y are the coordinates.
536     */
537 root 1.4 void
538 root 1.6 update_all_los (const maptile *map, int x, int y)
539 root 1.4 {
540 root 1.11 for_all_players (pl)
541 root 1.4 {
542     /* Player should not have a null map, but do this
543     * check as a safety
544     */
545 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
546 root 1.4 continue;
547    
548     /* Same map is simple case - see if pl is close enough.
549     * Note in all cases, we did the check for same map first,
550     * and then see if the player is close enough and update
551     * los if that is the case. If the player is on the
552     * corresponding map, but not close enough, then the
553     * player can't be on another map that may be closer,
554     * so by setting it up this way, we trim processing
555     * some.
556     */
557     if (pl->ob->map == map)
558     {
559 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
560 root 1.4 pl->do_los = 1;
561 root 1.2 }
562 root 1.12
563 root 1.4 /* Now we check to see if player is on adjacent
564     * maps to the one that changed and also within
565     * view. The tile_maps[] could be null, but in that
566     * case it should never match the pl->ob->map, so
567     * we want ever try to dereference any of the data in it.
568 root 1.12 *
569     * The logic for 0 and 3 is to see how far the player is
570 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
571     * and to add current position on this map - that gives a
572     * distance.
573     * For 1 and 2, we check to see how far the given
574     * coordinate (x,y) is from the corresponding edge,
575     * and then add the players location, which gives
576     * a distance.
577     */
578     else if (pl->ob->map == map->tile_map[0])
579     {
580 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))
581 root 1.4 pl->do_los = 1;
582 root 1.2 }
583 root 1.4 else if (pl->ob->map == map->tile_map[2])
584     {
585 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - 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[1])
589     {
590 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - 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[3])
594     {
595 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))
596 root 1.4 pl->do_los = 1;
597 root 1.2 }
598 elmex 1.1 }
599     }
600    
601     /*
602     * Debug-routine which dumps the array which specifies the visible
603     * area of a player. Triggered by the z key in DM mode.
604     */
605 root 1.4 void
606     print_los (object *op)
607     {
608     int x, y;
609     char buf[50], buf2[10];
610    
611     strcpy (buf, " ");
612 root 1.11
613 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
614 root 1.4 {
615     sprintf (buf2, "%2d", x);
616     strcat (buf, buf2);
617 elmex 1.1 }
618 root 1.11
619 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 root 1.11
621 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
622 root 1.4 {
623     sprintf (buf, "%2d:", y);
624 root 1.11
625 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
626 root 1.4 {
627     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
628     strcat (buf, buf2);
629 root 1.2 }
630 root 1.11
631 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
632 elmex 1.1 }
633     }
634    
635     /*
636     * make_sure_seen: The object is supposed to be visible through walls, thus
637     * check if any players are nearby, and edit their LOS array.
638     */
639    
640 root 1.4 void
641     make_sure_seen (const object *op)
642     {
643 root 1.11 for_all_players (pl)
644 root 1.4 if (pl->ob->map == op->map &&
645 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
646     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)
647     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
648 elmex 1.1 }
649    
650     /*
651     * make_sure_not_seen: The object which is supposed to be visible through
652     * walls has just been removed from the map, so update the los of any
653     * players within its range
654     */
655    
656 root 1.4 void
657     make_sure_not_seen (const object *op)
658     {
659 root 1.11 for_all_players (pl)
660 root 1.4 if (pl->ob->map == op->map &&
661 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
662     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)
663 root 1.4 pl->do_los = 1;
664 elmex 1.1 }