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/cvs/deliantra/server/common/los.C
Revision: 1.27
Committed: Sun Jun 3 17:42:39 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +4 -4 lines
Log Message:
its never working on first try

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.26 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 pippijn 1.19 *
4 root 1.26 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.19 *
8 root 1.26 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.19 *
13 root 1.26 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.19 *
18 root 1.26 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.19 */
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 root 1.24 static int block_x[3] = { -1, -1, 0 },
100     block_y[3] = { -1, 0, -1 };
101 root 1.4
102     for (x = 0; x < MAP_CLIENT_X; x++)
103     for (y = 0; y < MAP_CLIENT_Y; y++)
104 root 1.24 block[x][y].index = 0;
105 root 1.4
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 root 1.24 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
132 root 1.4 else if (y == MAP_CLIENT_Y / 2)
133 root 1.24 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
134 root 1.4 }
135     else
136     {
137     float d1, r, s, l;
138    
139     /* We use the algorihm that found out how close the point
140     * (x,y) is to the line from dx,dy to the center of the viewable
141     * area. l is the distance from x,y to the line.
142     * r is more a curiosity - it lets us know what direction (left/right)
143     * the line is off
144     */
145    
146 root 1.7 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
147 root 1.4 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
148     s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
149     l = FABS (sqrt (d1) * s);
150    
151     if (l <= SPACE_BLOCK)
152     {
153     /* For simplicity, we mirror the coordinates to block the other
154     * quadrants.
155     */
156     set_block (x, y, dx, dy);
157     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
158     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
159     set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
160 root 1.2 }
161     }
162     }
163     }
164 elmex 1.1 }
165     }
166    
167     /*
168     * Used to initialise the array used by the LOS routines.
169     * x,y are indexes into the blocked[][] array.
170     * This recursively sets the blocked line of sight view.
171     * From the blocked[][] array, we know for example
172     * that if some particular space is blocked, it blocks
173     * the view of the spaces 'behind' it, and those blocked
174     * spaces behind it may block other spaces, etc.
175     * In this way, the chain of visibility is set.
176     */
177 root 1.4 static void
178     set_wall (object *op, int x, int y)
179     {
180     int i;
181 elmex 1.1
182 root 1.4 for (i = 0; i < block[x][y].index; i++)
183     {
184     int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
185    
186     /* ax, ay are the values as adjusted to be in the
187     * socket look structure.
188     */
189 root 1.10 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
190     ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
191 elmex 1.1
192 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
193 root 1.4 continue;
194 elmex 1.1 #if 0
195 root 1.4 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
196 elmex 1.1 #endif
197 root 1.4 /* we need to adjust to the fact that the socket
198     * code wants the los to start from the 0,0
199     * and not be relative to middle of los array.
200     */
201     op->contr->blocked_los[ax][ay] = 100;
202     set_wall (op, dx, dy);
203 elmex 1.1 }
204     }
205    
206     /*
207     * Used to initialise the array used by the LOS routines.
208     * op is the object, x and y values based on MAP_CLIENT_X and Y.
209     * this is because they index the blocked[][] arrays.
210     */
211    
212 root 1.4 static void
213     check_wall (object *op, int x, int y)
214     {
215     int ax, ay;
216 elmex 1.1
217 root 1.4 if (!block[x][y].index)
218     return;
219 elmex 1.1
220 root 1.4 /* ax, ay are coordinates as indexed into the look window */
221 root 1.10 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
222     ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
223 root 1.4
224     /* If the converted coordinates are outside the viewable
225     * area for the client, return now.
226     */
227 root 1.10 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
228 root 1.4 return;
229 elmex 1.1
230     #if 0
231 root 1.4 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
232     ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
233 elmex 1.1 #endif
234    
235 root 1.4 /* If this space is already blocked, prune the processing - presumably
236     * whatever has set this space to be blocked has done the work and already
237     * done the dependency chain.
238     */
239     if (op->contr->blocked_los[ax][ay] == 100)
240     return;
241 elmex 1.1
242    
243 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))
244     set_wall (op, x, y);
245 elmex 1.1 }
246    
247     /*
248     * Clears/initialises the los-array associated to the player
249     * controlling the object.
250     */
251    
252 root 1.4 void
253 root 1.27 clear_los (player *pl)
254 root 1.4 {
255 root 1.10 /* This is safer than using the ns->mapx, mapy because
256 root 1.4 * we index the blocked_los as a 2 way array, so clearing
257     * the first z spaces may not not cover the spaces we are
258     * actually going to use
259     */
260 root 1.27 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
261 elmex 1.1 }
262    
263     /*
264     * expand_sight goes through the array of what the given player is
265     * able to see, and expands the visible area a bit, so the player will,
266     * to a certain degree, be able to see into corners.
267     * This is somewhat suboptimal, would be better to improve the formula.
268     */
269    
270 root 1.4 static void
271     expand_sight (object *op)
272 elmex 1.1 {
273 root 1.4 int i, x, y, dx, dy;
274 elmex 1.1
275 root 1.10 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
276     for (y = 1; y < op->contr->ns->mapy - 1; y++)
277 root 1.4 {
278     if (!op->contr->blocked_los[x][y] &&
279     !(get_map_flags (op->map, NULL,
280 root 1.10 op->x - op->contr->ns->mapx / 2 + x,
281     op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
282 root 1.4 {
283    
284     for (i = 1; i <= 8; i += 1)
285     { /* mark all directions */
286     dx = x + freearr_x[i];
287     dy = y + freearr_y[i];
288     if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
289     op->contr->blocked_los[dx][dy] = -1;
290     }
291     }
292     }
293    
294 root 1.14 if (op->map->darkness > 0) /* player is on a dark map */
295 root 1.4 expand_lighted_sight (op);
296    
297     /* clear mark squares */
298 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
299     for (y = 0; y < op->contr->ns->mapy; y++)
300 root 1.4 if (op->contr->blocked_los[x][y] < 0)
301     op->contr->blocked_los[x][y] = 0;
302 elmex 1.1 }
303    
304     /* returns true if op carries one or more lights
305     * This is a trivial function now days, but it used to
306     * be a bit longer. Probably better for callers to just
307     * check the op->glow_radius instead of calling this.
308     */
309    
310 root 1.4 int
311     has_carried_lights (const object *op)
312     {
313     /* op may glow! */
314     if (op->glow_radius > 0)
315     return 1;
316    
317     return 0;
318     }
319    
320     static void
321     expand_lighted_sight (object *op)
322     {
323     int x, y, darklevel, ax, ay, basex, basey, mflags, light, x1, y1;
324 root 1.6 maptile *m = op->map;
325 root 1.4 sint16 nx, ny;
326    
327 root 1.14 darklevel = m->darkness;
328 root 1.4
329     /* If the player can see in the dark, lower the darklevel for him */
330     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
331     darklevel -= 2;
332    
333     /* add light, by finding all (non-null) nearby light sources, then
334     * mark those squares specially. If the darklevel<1, there is no
335     * reason to do this, so we skip this function
336     */
337    
338     if (darklevel < 1)
339     return;
340    
341     /* Do a sanity check. If not valid, some code below may do odd
342     * things.
343     */
344     if (darklevel > MAX_DARKNESS)
345     {
346 root 1.15 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
347 root 1.4 darklevel = MAX_DARKNESS;
348 elmex 1.1 }
349    
350 root 1.4 /* First, limit player furthest (unlighted) vision */
351 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
352     for (y = 0; y < op->contr->ns->mapy; y++)
353 root 1.4 if (op->contr->blocked_los[x][y] != 100)
354     op->contr->blocked_los[x][y] = MAX_LIGHT_RADII;
355    
356     /* the spaces[] darkness value contains the information we need.
357     * Only process the area of interest.
358     * the basex, basey values represent the position in the op->contr->blocked_los
359     * array. Its easier to just increment them here (and start with the right
360     * value) than to recalculate them down below.
361     */
362 root 1.10 for (x = (op->x - op->contr->ns->mapx / 2 - MAX_LIGHT_RADII), basex = -MAX_LIGHT_RADII;
363     x <= (op->x + op->contr->ns->mapx / 2 + MAX_LIGHT_RADII); x++, basex++)
364 root 1.4 {
365    
366 root 1.10 for (y = (op->y - op->contr->ns->mapy / 2 - MAX_LIGHT_RADII), basey = -MAX_LIGHT_RADII;
367     y <= (op->y + op->contr->ns->mapy / 2 + MAX_LIGHT_RADII); y++, basey++)
368 root 1.4 {
369     m = op->map;
370     nx = x;
371     ny = y;
372    
373     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
374    
375     if (mflags & P_OUT_OF_MAP)
376     continue;
377    
378     /* This space is providing light, so we need to brighten up the
379     * spaces around here.
380     */
381     light = GET_MAP_LIGHT (m, nx, ny);
382     if (light != 0)
383     {
384 elmex 1.1 #if 0
385 root 1.4 LOG (llevDebug, "expand_lighted_sight: Found light at x=%d, y=%d, basex=%d, basey=%d\n", x, y, basex, basey);
386 elmex 1.1 #endif
387 root 1.4 for (ax = basex - light; ax <= basex + light; ax++)
388     {
389 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx)
390 root 1.4 continue;
391 root 1.18
392 root 1.4 for (ay = basey - light; ay <= basey + light; ay++)
393     {
394 root 1.10 if (ay < 0 || ay >= op->contr->ns->mapy)
395 root 1.4 continue;
396    
397     /* If the space is fully blocked, do nothing. Otherwise, we
398     * brighten the space. The further the light is away from the
399     * source (basex-x), the less effect it has. Though light used
400     * to dim in a square manner, it now dims in a circular manner
401     * using the the pythagorean theorem. glow_radius still
402     * represents the radius
403     */
404     if (op->contr->blocked_los[ax][ay] != 100)
405     {
406     x1 = abs (basex - ax) * abs (basex - ax);
407     y1 = abs (basey - ay) * abs (basey - ay);
408 root 1.18
409     if (light > 0) op->contr->blocked_los[ax][ay] -= max (light - isqrt (x1 + y1), 0);
410     if (light < 0) op->contr->blocked_los[ax][ay] -= min (light + isqrt (x1 + y1), 0);
411 root 1.4 }
412 root 1.18 }
413     }
414     }
415     }
416     }
417 root 1.4
418     /* Outdoor should never really be completely pitch black dark like
419     * a dungeon, so let the player at least see a little around themselves
420     */
421     if (op->map->outdoor && darklevel > (MAX_DARKNESS - 3))
422     {
423 root 1.10 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
424     op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
425 root 1.4
426     for (x = -1; x <= 1; x++)
427     for (y = -1; y <= 1; y++)
428     {
429 root 1.10 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
430     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
431 root 1.4 }
432 elmex 1.1 }
433 root 1.18
434 root 1.4 /* grant some vision to the player, based on the darklevel */
435     for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
436     for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
437 root 1.10 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
438     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
439 root 1.4 MAX (0, 6 - darklevel - MAX (abs (x), abs (y)));
440 elmex 1.1 }
441    
442     /* blinded_sight() - sets all veiwable squares to blocked except
443     * for the one the central one that the player occupies. A little
444     * odd that you can see yourself (and what your standing on), but
445     * really need for any reasonable game play.
446     */
447 root 1.4 static void
448     blinded_sight (object *op)
449     {
450     int x, y;
451 elmex 1.1
452 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
453     for (y = 0; y < op->contr->ns->mapy; y++)
454 root 1.4 op->contr->blocked_los[x][y] = 100;
455 elmex 1.1
456 root 1.10 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
457 elmex 1.1 }
458    
459     /*
460     * update_los() recalculates the array which specifies what is
461     * visible for the given player-object.
462     */
463 root 1.4 void
464     update_los (object *op)
465     {
466 root 1.10 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
467 elmex 1.1
468 root 1.4 if (QUERY_FLAG (op, FLAG_REMOVED))
469     return;
470 elmex 1.1
471 root 1.27 clear_los (op->contr);
472    
473 root 1.4 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
474     return;
475    
476     /* For larger maps, this is more efficient than the old way which
477     * used the chaining of the block array. Since many space views could
478     * be blocked by different spaces in front, this mean that a lot of spaces
479     * could be examined multile times, as each path would be looked at.
480     */
481 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++)
482     for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
483 root 1.4 check_wall (op, x, y);
484    
485     /* do the los of the player. 3 (potential) cases */
486     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
487     blinded_sight (op);
488     else
489     expand_sight (op);
490    
491 root 1.21 //TODO: no range-checking whatsoever :(
492 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
493 root 1.21 for (int x = -2; x <= 2; x++)
494     for (int y = -2; y <= 2; y++)
495     op->contr->blocked_los[dx + x][dy + y] = 0;
496 elmex 1.1 }
497    
498     /* update all_map_los is like update_all_los below,
499     * but updates everyone on the map, no matter where they
500 root 1.12 * are. This generally should not be used, as a per
501 elmex 1.1 * specific map change doesn't make much sense when tiling
502     * is considered (lowering darkness would certainly be a
503     * strange effect if done on a tile map, as it makes
504     * the distinction between maps much more obvious to the
505     * players, which is should not be.
506     * Currently, this function is called from the
507     * change_map_light function
508     */
509 root 1.4 void
510 root 1.6 update_all_map_los (maptile *map)
511 root 1.4 {
512 root 1.11 for_all_players (pl)
513 root 1.12 if (pl->ob && pl->ob->map == map)
514 root 1.11 pl->do_los = 1;
515 elmex 1.1 }
516    
517     /*
518     * This function makes sure that update_los() will be called for all
519     * players on the given map within the next frame.
520     * It is triggered by removal or inserting of objects which blocks
521     * the sight in the map.
522     * Modified by MSW 2001-07-12 to take a coordinate of the changed
523     * position, and to also take map tiling into account. This change
524     * means that just being on the same map is not sufficient - the
525     * space that changes must be withing your viewable area.
526     *
527     * map is the map that changed, x and y are the coordinates.
528     */
529 root 1.4 void
530 root 1.6 update_all_los (const maptile *map, int x, int y)
531 root 1.4 {
532 root 1.11 for_all_players (pl)
533 root 1.4 {
534     /* Player should not have a null map, but do this
535     * check as a safety
536     */
537 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
538 root 1.4 continue;
539    
540     /* Same map is simple case - see if pl is close enough.
541     * Note in all cases, we did the check for same map first,
542     * and then see if the player is close enough and update
543     * los if that is the case. If the player is on the
544     * corresponding map, but not close enough, then the
545     * player can't be on another map that may be closer,
546     * so by setting it up this way, we trim processing
547     * some.
548     */
549     if (pl->ob->map == map)
550     {
551 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
552 root 1.4 pl->do_los = 1;
553 root 1.2 }
554 root 1.12
555 root 1.4 /* Now we check to see if player is on adjacent
556     * maps to the one that changed and also within
557     * view. The tile_maps[] could be null, but in that
558     * case it should never match the pl->ob->map, so
559     * we want ever try to dereference any of the data in it.
560 root 1.12 *
561     * The logic for 0 and 3 is to see how far the player is
562 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
563     * and to add current position on this map - that gives a
564     * distance.
565     * For 1 and 2, we check to see how far the given
566     * coordinate (x,y) is from the corresponding edge,
567     * and then add the players location, which gives
568     * a distance.
569     */
570     else if (pl->ob->map == map->tile_map[0])
571     {
572 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))
573 root 1.4 pl->do_los = 1;
574 root 1.2 }
575 root 1.4 else if (pl->ob->map == map->tile_map[2])
576     {
577 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
578 root 1.4 pl->do_los = 1;
579 root 1.2 }
580 root 1.4 else if (pl->ob->map == map->tile_map[1])
581     {
582 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
583 root 1.4 pl->do_los = 1;
584 root 1.2 }
585 root 1.4 else if (pl->ob->map == map->tile_map[3])
586     {
587 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))
588 root 1.4 pl->do_los = 1;
589 root 1.2 }
590 elmex 1.1 }
591     }
592    
593     /*
594     * Debug-routine which dumps the array which specifies the visible
595     * area of a player. Triggered by the z key in DM mode.
596     */
597 root 1.4 void
598     print_los (object *op)
599     {
600     int x, y;
601     char buf[50], buf2[10];
602    
603     strcpy (buf, " ");
604 root 1.11
605 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
606 root 1.4 {
607     sprintf (buf2, "%2d", x);
608     strcat (buf, buf2);
609 elmex 1.1 }
610 root 1.11
611 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 root 1.11
613 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
614 root 1.4 {
615     sprintf (buf, "%2d:", y);
616 root 1.11
617 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
618 root 1.4 {
619     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
620     strcat (buf, buf2);
621 root 1.2 }
622 root 1.11
623 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
624 elmex 1.1 }
625     }
626    
627     /*
628     * make_sure_seen: The object is supposed to be visible through walls, thus
629     * check if any players are nearby, and edit their LOS array.
630     */
631    
632 root 1.4 void
633     make_sure_seen (const object *op)
634     {
635 root 1.11 for_all_players (pl)
636 root 1.4 if (pl->ob->map == op->map &&
637 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
638     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)
639     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
640 elmex 1.1 }
641    
642     /*
643     * make_sure_not_seen: The object which is supposed to be visible through
644     * walls has just been removed from the map, so update the los of any
645     * players within its range
646     */
647    
648 root 1.4 void
649     make_sure_not_seen (const object *op)
650     {
651 root 1.11 for_all_players (pl)
652 root 1.4 if (pl->ob->map == op->map &&
653 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
654     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)
655 root 1.4 pl->do_los = 1;
656 elmex 1.1 }