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Revision: 1.33
Committed: Thu Dec 4 03:48:37 2008 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.32: +0 -1 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.29 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.19 *
4 root 1.30 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.26 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.19 *
8 root 1.29 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.28 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.19 *
13 root 1.28 * 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 pippijn 1.19 *
18 root 1.28 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.26 *
21 root 1.29 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.19 */
23 elmex 1.1
24     /* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */
25    
26     #include <global.h>
27     #include <math.h>
28    
29     /* Distance must be less than this for the object to be blocked.
30     * An object is 1.0 wide, so if set to 0.5, it means the object
31     * that blocks half the view (0.0 is complete block) will
32     * block view in our tables.
33     * .4 or less lets you see through walls. .5 is about right.
34     */
35    
36     #define SPACE_BLOCK 0.5
37 root 1.32 #define MAX_DARKNESS_LOS 4 /* 4 == totally dark */
38 elmex 1.1
39 root 1.4 typedef struct blstr
40     {
41     int x[4], y[4];
42 elmex 1.1 int index;
43     } blocks;
44    
45 root 1.23 // 31/32 == a speed hack
46     // we would like to use 32 for speed, but the code loops endlessly
47     // then, reason not yet identified, so only make the array use 32,
48     // not the define's.
49     blocks block[MAP_CLIENT_X][MAP_CLIENT_Y == 31 ? 32 : MAP_CLIENT_Y];
50 elmex 1.1
51 root 1.4 static void expand_lighted_sight (object *op);
52 elmex 1.1
53     /*
54     * Used to initialise the array used by the LOS routines.
55     * What this sets if that x,y blocks the view of bx,by
56     * This then sets up a relation - for example, something
57     * at 5,4 blocks view at 5,3 which blocks view at 5,2
58     * etc. So when we check 5,4 and find it block, we have
59     * the data to know that 5,3 and 5,2 and 5,1 should also
60     * be blocked.
61     */
62    
63 root 1.4 static void
64     set_block (int x, int y, int bx, int by)
65     {
66     int index = block[x][y].index, i;
67 elmex 1.1
68 root 1.4 /* Due to flipping, we may get duplicates - better safe than sorry.
69     */
70     for (i = 0; i < index; i++)
71     {
72     if (block[x][y].x[i] == bx && block[x][y].y[i] == by)
73     return;
74 elmex 1.1 }
75    
76 root 1.4 block[x][y].x[index] = bx;
77     block[x][y].y[index] = by;
78     block[x][y].index++;
79 elmex 1.1 #ifdef LOS_DEBUG
80 root 1.4 LOG (llevDebug, "setblock: added %d %d -> %d %d (%d)\n", x, y, bx, by, block[x][y].index);
81 elmex 1.1 #endif
82     }
83    
84     /*
85     * initialises the array used by the LOS routines.
86     */
87    
88     /* since we are only doing the upper left quadrant, only
89     * these spaces could possibly get blocked, since these
90     * are the only ones further out that are still possibly in the
91     * sightline.
92     */
93    
94 root 1.4 void
95     init_block (void)
96     {
97     int x, y, dx, dy, i;
98 root 1.24 static int block_x[3] = { -1, -1, 0 },
99     block_y[3] = { -1, 0, -1 };
100 root 1.4
101     for (x = 0; x < MAP_CLIENT_X; x++)
102     for (y = 0; y < MAP_CLIENT_Y; y++)
103 root 1.24 block[x][y].index = 0;
104 root 1.4
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 root 1.24 set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
131 root 1.4 else if (y == MAP_CLIENT_Y / 2)
132 root 1.24 set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
133 root 1.4 }
134     else
135     {
136     float d1, r, s, l;
137    
138     /* We use the algorihm that found out how close the point
139     * (x,y) is to the line from dx,dy to the center of the viewable
140     * area. l is the distance from x,y to the line.
141     * r is more a curiosity - it lets us know what direction (left/right)
142     * the line is off
143     */
144    
145 root 1.7 d1 = (float) (pow (MAP_CLIENT_X / 2 - dx, 2.f) + pow (MAP_CLIENT_Y / 2 - dy, 2.f));
146 root 1.4 r = (float) ((dy - y) * (dy - MAP_CLIENT_Y / 2) - (dx - x) * (MAP_CLIENT_X / 2 - dx)) / d1;
147     s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1;
148     l = FABS (sqrt (d1) * s);
149    
150     if (l <= SPACE_BLOCK)
151     {
152     /* For simplicity, we mirror the coordinates to block the other
153     * quadrants.
154     */
155     set_block (x, y, dx, dy);
156     set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy);
157     set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1);
158     set_block (MAP_CLIENT_X - x - 1, MAP_CLIENT_Y - y - 1, MAP_CLIENT_X - dx - 1, MAP_CLIENT_Y - dy - 1);
159 root 1.2 }
160     }
161     }
162     }
163 elmex 1.1 }
164     }
165    
166     /*
167     * Used to initialise the array used by the LOS routines.
168     * x,y are indexes into the blocked[][] array.
169     * This recursively sets the blocked line of sight view.
170     * From the blocked[][] array, we know for example
171     * that if some particular space is blocked, it blocks
172     * the view of the spaces 'behind' it, and those blocked
173     * spaces behind it may block other spaces, etc.
174     * In this way, the chain of visibility is set.
175     */
176 root 1.4 static void
177     set_wall (object *op, int x, int y)
178     {
179     int i;
180 elmex 1.1
181 root 1.4 for (i = 0; i < block[x][y].index; i++)
182     {
183     int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay;
184    
185     /* ax, ay are the values as adjusted to be in the
186     * socket look structure.
187     */
188 root 1.10 ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
189     ay = dy - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
190 elmex 1.1
191 root 1.10 if (ax < 0 || ax >= op->contr->ns->mapx || ay < 0 || ay >= op->contr->ns->mapy)
192 root 1.4 continue;
193 elmex 1.1 #if 0
194 root 1.4 LOG (llevDebug, "blocked %d %d -> %d %d\n", dx, dy, ax, ay);
195 elmex 1.1 #endif
196 root 1.4 /* we need to adjust to the fact that the socket
197     * code wants the los to start from the 0,0
198     * and not be relative to middle of los array.
199     */
200     op->contr->blocked_los[ax][ay] = 100;
201     set_wall (op, dx, dy);
202 elmex 1.1 }
203     }
204    
205     /*
206     * Used to initialise the array used by the LOS routines.
207     * op is the object, x and y values based on MAP_CLIENT_X and Y.
208     * this is because they index the blocked[][] arrays.
209     */
210    
211 root 1.4 static void
212     check_wall (object *op, int x, int y)
213     {
214     int ax, ay;
215 elmex 1.1
216 root 1.4 if (!block[x][y].index)
217     return;
218 elmex 1.1
219 root 1.4 /* ax, ay are coordinates as indexed into the look window */
220 root 1.10 ax = x - (MAP_CLIENT_X - op->contr->ns->mapx) / 2;
221     ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2;
222 root 1.4
223     /* If the converted coordinates are outside the viewable
224     * area for the client, return now.
225     */
226 root 1.10 if (ax < 0 || ay < 0 || ax >= op->contr->ns->mapx || ay >= op->contr->ns->mapy)
227 root 1.4 return;
228 elmex 1.1
229     #if 0
230 root 1.4 LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n",
231     ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2);
232 elmex 1.1 #endif
233    
234 root 1.4 /* If this space is already blocked, prune the processing - presumably
235     * whatever has set this space to be blocked has done the work and already
236     * done the dependency chain.
237     */
238     if (op->contr->blocked_los[ax][ay] == 100)
239     return;
240 elmex 1.1
241    
242 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))
243     set_wall (op, x, y);
244 elmex 1.1 }
245    
246     /*
247     * Clears/initialises the los-array associated to the player
248     * controlling the object.
249     */
250    
251 root 1.4 void
252 root 1.27 clear_los (player *pl)
253 root 1.4 {
254 root 1.10 /* This is safer than using the ns->mapx, mapy because
255 root 1.4 * we index the blocked_los as a 2 way array, so clearing
256     * the first z spaces may not not cover the spaces we are
257     * actually going to use
258     */
259 root 1.27 memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y);
260 elmex 1.1 }
261    
262     /*
263     * expand_sight goes through the array of what the given player is
264     * able to see, and expands the visible area a bit, so the player will,
265     * to a certain degree, be able to see into corners.
266     * This is somewhat suboptimal, would be better to improve the formula.
267     */
268    
269 root 1.4 static void
270     expand_sight (object *op)
271 elmex 1.1 {
272 root 1.4 int i, x, y, dx, dy;
273 elmex 1.1
274 root 1.10 for (x = 1; x < op->contr->ns->mapx - 1; x++) /* loop over inner squares */
275     for (y = 1; y < op->contr->ns->mapy - 1; y++)
276 root 1.4 {
277     if (!op->contr->blocked_los[x][y] &&
278     !(get_map_flags (op->map, NULL,
279 root 1.10 op->x - op->contr->ns->mapx / 2 + x,
280     op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP)))
281 root 1.4 {
282    
283     for (i = 1; i <= 8; i += 1)
284     { /* mark all directions */
285     dx = x + freearr_x[i];
286     dy = y + freearr_y[i];
287     if (op->contr->blocked_los[dx][dy] > 0) /* for any square blocked */
288     op->contr->blocked_los[dx][dy] = -1;
289     }
290     }
291     }
292    
293 root 1.14 if (op->map->darkness > 0) /* player is on a dark map */
294 root 1.4 expand_lighted_sight (op);
295    
296     /* clear mark squares */
297 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
298     for (y = 0; y < op->contr->ns->mapy; y++)
299 root 1.4 if (op->contr->blocked_los[x][y] < 0)
300     op->contr->blocked_los[x][y] = 0;
301 elmex 1.1 }
302    
303     /* returns true if op carries one or more lights
304     * This is a trivial function now days, but it used to
305     * be a bit longer. Probably better for callers to just
306     * check the op->glow_radius instead of calling this.
307     */
308    
309 root 1.4 int
310     has_carried_lights (const object *op)
311     {
312     /* op may glow! */
313     if (op->glow_radius > 0)
314     return 1;
315    
316     return 0;
317     }
318    
319 root 1.32 /* radius, distance => lightness adjust */
320     static sint8 darkness[MAX_LIGHT_RADIUS * 2 + 1][MAX_LIGHT_RADIUS + 1];
321    
322     static struct darkness_init
323     {
324     darkness_init ()
325     {
326     for (int radius = -MAX_LIGHT_RADIUS; radius <= MAX_LIGHT_RADIUS; ++radius)
327     for (int distance = 0; distance <= MAX_LIGHT_RADIUS; ++distance)
328     {
329     // max intensity
330     int intensity = min (MAX_DARKNESS_LOS, abs (radius) + 1);
331    
332     // actual intensity
333     intensity = max (0, lerp_rd (distance, 0, abs (radius) + 1, intensity, 0));
334    
335     darkness [radius + MAX_LIGHT_RADIUS][distance] = radius < 0
336     ? intensity
337     : MAX_DARKNESS_LOS - intensity;
338     }
339     }
340     } darkness_init;
341    
342 root 1.4 static void
343     expand_lighted_sight (object *op)
344     {
345 root 1.32 int x, y, darklevel, basex, basey, mflags, light, x1, y1;
346 root 1.6 maptile *m = op->map;
347 root 1.4 sint16 nx, ny;
348    
349 root 1.14 darklevel = m->darkness;
350 root 1.4
351     /* If the player can see in the dark, lower the darklevel for him */
352     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK))
353 root 1.32 darklevel -= MAX_DARKNESS_LOS / 2;
354 root 1.4
355     /* add light, by finding all (non-null) nearby light sources, then
356     * mark those squares specially. If the darklevel<1, there is no
357     * reason to do this, so we skip this function
358     */
359    
360     if (darklevel < 1)
361     return;
362    
363     /* Do a sanity check. If not valid, some code below may do odd
364     * things.
365     */
366     if (darklevel > MAX_DARKNESS)
367     {
368 root 1.15 LOG (llevError, "Map darkness for %s on %s is too high (%d)\n", &op->name, &op->map->path, darklevel);
369 root 1.4 darklevel = MAX_DARKNESS;
370 elmex 1.1 }
371    
372 root 1.32 /* first, make everything totally dark */
373 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
374     for (y = 0; y < op->contr->ns->mapy; y++)
375 root 1.4 if (op->contr->blocked_los[x][y] != 100)
376 root 1.32 op->contr->blocked_los[x][y] = MAX_DARKNESS_LOS;
377 root 1.4
378 root 1.32 int half_x = op->contr->ns->mapx / 2;
379     int half_y = op->contr->ns->mapy / 2;
380    
381     int min_x = op->x - half_x - MAX_LIGHT_RADIUS;
382     int min_y = op->y - half_y - MAX_LIGHT_RADIUS;
383     int max_x = op->x + half_x + MAX_LIGHT_RADIUS;
384     int max_y = op->y + half_y + MAX_LIGHT_RADIUS;
385    
386     int pass2 = 0; // negative lights have an extra pass
387    
388     /*
389 root 1.4 * Only process the area of interest.
390     * the basex, basey values represent the position in the op->contr->blocked_los
391     * array. Its easier to just increment them here (and start with the right
392     * value) than to recalculate them down below.
393     */
394 root 1.32 for (int x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
395     for (int y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
396     {
397     maptile *m = op->map;
398     sint16 nx = x;
399     sint16 ny = y;
400    
401     if (!xy_normalise (m, nx, ny))
402     continue;
403    
404     mapspace &ms = m->at (nx, ny);
405     ms.update ();
406     sint8 light = ms.light;
407    
408     if (expect_false (light))
409     if (light < 0)
410     pass2 = 1;
411     else
412     {
413     /* This space is providing light, so we need to brighten up the
414     * spaces around here.
415     */
416     const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
417    
418     for (int ax = max (0, basex - light); ax <= min (basex + light, op->contr->ns->mapx - 1); ax++)
419     for (int ay = max (0, basey - light); ay <= min (basey + light, op->contr->ns->mapy - 1); ay++)
420     if (op->contr->blocked_los[ax][ay] != 100)
421     min_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
422     }
423     }
424 root 1.4
425 root 1.32 // psosibly do 2nd pass for rare negative glow radii
426     if (pass2)
427     for (x = min_x, basex = -MAX_LIGHT_RADIUS; x <= max_x; x++, basex++)
428     for (y = min_y, basey = -MAX_LIGHT_RADIUS; y <= max_y; y++, basey++)
429 root 1.4 {
430 root 1.32 maptile *m = op->map;
431     sint16 nx = x;
432     sint16 ny = y;
433 root 1.4
434 root 1.32 if (!xy_normalise (m, nx, ny))
435     continue;
436 root 1.4
437 root 1.32 mapspace &ms = m->at (nx, ny);
438     ms.update ();
439     sint8 light = ms.light;
440 root 1.4
441 root 1.32 if (expect_false (light < 0))
442 root 1.4 {
443 root 1.32 const sint8 *darkness_table = darkness [light + MAX_LIGHT_RADIUS];
444 root 1.31
445 root 1.32 for (int ax = max (0, basex + light); ax <= min (basex - light, op->contr->ns->mapx - 1); ax++)
446     for (int ay = max (0, basey + light); ay <= min (basey - light, op->contr->ns->mapy - 1); ay++)
447     if (op->contr->blocked_los[ax][ay] != 100)
448     max_it (op->contr->blocked_los[ax][ay], darkness_table [idistance (ax - basex, ay - basey)]);
449 root 1.18 }
450     }
451 root 1.4
452     /* Outdoor should never really be completely pitch black dark like
453     * a dungeon, so let the player at least see a little around themselves
454     */
455 root 1.31 if (op->map->outdoor && darklevel > MAX_DARKNESS - 3)
456 root 1.4 {
457 root 1.10 if (op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] > (MAX_DARKNESS - 3))
458     op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = MAX_DARKNESS - 3;
459 root 1.4
460     for (x = -1; x <= 1; x++)
461     for (y = -1; y <= 1; y++)
462     {
463 root 1.10 if (op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] > (MAX_DARKNESS - 2))
464     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] = MAX_DARKNESS - 2;
465 root 1.4 }
466 elmex 1.1 }
467 root 1.18
468 root 1.4 /* grant some vision to the player, based on the darklevel */
469     for (x = darklevel - MAX_DARKNESS; x < MAX_DARKNESS + 1 - darklevel; x++)
470     for (y = darklevel - MAX_DARKNESS; y < MAX_DARKNESS + 1 - darklevel; y++)
471 root 1.10 if (!(op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] == 100))
472     op->contr->blocked_los[x + op->contr->ns->mapx / 2][y + op->contr->ns->mapy / 2] -=
473 root 1.32 max (0, 6 - darklevel - max (abs (x), abs (y)));
474 elmex 1.1 }
475    
476 root 1.31 /* blinded_sight() - sets all viewable squares to blocked except
477 elmex 1.1 * for the one the central one that the player occupies. A little
478     * odd that you can see yourself (and what your standing on), but
479     * really need for any reasonable game play.
480     */
481 root 1.4 static void
482     blinded_sight (object *op)
483     {
484     int x, y;
485 elmex 1.1
486 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
487     for (y = 0; y < op->contr->ns->mapy; y++)
488 root 1.4 op->contr->blocked_los[x][y] = 100;
489 elmex 1.1
490 root 1.10 op->contr->blocked_los[op->contr->ns->mapx / 2][op->contr->ns->mapy / 2] = 0;
491 elmex 1.1 }
492    
493     /*
494     * update_los() recalculates the array which specifies what is
495     * visible for the given player-object.
496     */
497 root 1.4 void
498     update_los (object *op)
499     {
500 root 1.10 int dx = op->contr->ns->mapx / 2, dy = op->contr->ns->mapy / 2, x, y;
501 elmex 1.1
502 root 1.4 if (QUERY_FLAG (op, FLAG_REMOVED))
503     return;
504 elmex 1.1
505 root 1.27 clear_los (op->contr);
506    
507 root 1.4 if (QUERY_FLAG (op, FLAG_WIZ) /* ||XRAYS(op) */ )
508     return;
509    
510     /* For larger maps, this is more efficient than the old way which
511     * used the chaining of the block array. Since many space views could
512     * be blocked by different spaces in front, this mean that a lot of spaces
513     * could be examined multile times, as each path would be looked at.
514     */
515 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++)
516     for (y = (MAP_CLIENT_Y - op->contr->ns->mapy) / 2 - 1; y < (MAP_CLIENT_Y + op->contr->ns->mapy) / 2 + 1; y++)
517 root 1.4 check_wall (op, x, y);
518    
519     /* do the los of the player. 3 (potential) cases */
520     if (QUERY_FLAG (op, FLAG_BLIND)) /* player is blind */
521     blinded_sight (op);
522     else
523     expand_sight (op);
524    
525 root 1.21 //TODO: no range-checking whatsoever :(
526 root 1.4 if (QUERY_FLAG (op, FLAG_XRAYS))
527 root 1.21 for (int x = -2; x <= 2; x++)
528     for (int y = -2; y <= 2; y++)
529     op->contr->blocked_los[dx + x][dy + y] = 0;
530 elmex 1.1 }
531    
532     /* update all_map_los is like update_all_los below,
533     * but updates everyone on the map, no matter where they
534 root 1.12 * are. This generally should not be used, as a per
535 elmex 1.1 * specific map change doesn't make much sense when tiling
536     * is considered (lowering darkness would certainly be a
537     * strange effect if done on a tile map, as it makes
538     * the distinction between maps much more obvious to the
539     * players, which is should not be.
540     * Currently, this function is called from the
541     * change_map_light function
542     */
543 root 1.4 void
544 root 1.6 update_all_map_los (maptile *map)
545 root 1.4 {
546 root 1.11 for_all_players (pl)
547 root 1.12 if (pl->ob && pl->ob->map == map)
548 root 1.11 pl->do_los = 1;
549 elmex 1.1 }
550    
551     /*
552     * This function makes sure that update_los() will be called for all
553     * players on the given map within the next frame.
554     * It is triggered by removal or inserting of objects which blocks
555     * the sight in the map.
556     * Modified by MSW 2001-07-12 to take a coordinate of the changed
557     * position, and to also take map tiling into account. This change
558     * means that just being on the same map is not sufficient - the
559     * space that changes must be withing your viewable area.
560     *
561     * map is the map that changed, x and y are the coordinates.
562     */
563 root 1.4 void
564 root 1.6 update_all_los (const maptile *map, int x, int y)
565 root 1.4 {
566 root 1.11 for_all_players (pl)
567 root 1.4 {
568     /* Player should not have a null map, but do this
569     * check as a safety
570     */
571 root 1.12 if (!pl->ob || !pl->ob->map || !pl->ns)
572 root 1.4 continue;
573    
574     /* Same map is simple case - see if pl is close enough.
575     * Note in all cases, we did the check for same map first,
576     * and then see if the player is close enough and update
577     * los if that is the case. If the player is on the
578     * corresponding map, but not close enough, then the
579     * player can't be on another map that may be closer,
580     * so by setting it up this way, we trim processing
581     * some.
582     */
583     if (pl->ob->map == map)
584     {
585 root 1.10 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
586 root 1.4 pl->do_los = 1;
587 root 1.2 }
588 root 1.12
589 root 1.4 /* Now we check to see if player is on adjacent
590     * maps to the one that changed and also within
591     * view. The tile_maps[] could be null, but in that
592     * case it should never match the pl->ob->map, so
593     * we want ever try to dereference any of the data in it.
594 root 1.12 *
595     * The logic for 0 and 3 is to see how far the player is
596 root 1.4 * from the edge of the map (height/width) - pl->ob->(x,y)
597     * and to add current position on this map - that gives a
598     * distance.
599     * For 1 and 2, we check to see how far the given
600     * coordinate (x,y) is from the corresponding edge,
601     * and then add the players location, which gives
602     * a distance.
603     */
604     else if (pl->ob->map == map->tile_map[0])
605     {
606 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))
607 root 1.4 pl->do_los = 1;
608 root 1.2 }
609 root 1.4 else if (pl->ob->map == map->tile_map[2])
610     {
611 root 1.13 if ((abs (pl->ob->x - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y + map->height - y) <= pl->ns->mapy / 2))
612 root 1.4 pl->do_los = 1;
613 root 1.2 }
614 root 1.4 else if (pl->ob->map == map->tile_map[1])
615     {
616 root 1.13 if ((abs (pl->ob->x + map->width - x) <= pl->ns->mapx / 2) && (abs (pl->ob->y - y) <= pl->ns->mapy / 2))
617 root 1.4 pl->do_los = 1;
618 root 1.2 }
619 root 1.4 else if (pl->ob->map == map->tile_map[3])
620     {
621 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))
622 root 1.4 pl->do_los = 1;
623 root 1.2 }
624 elmex 1.1 }
625     }
626    
627     /*
628     * Debug-routine which dumps the array which specifies the visible
629     * area of a player. Triggered by the z key in DM mode.
630     */
631 root 1.4 void
632     print_los (object *op)
633     {
634     int x, y;
635     char buf[50], buf2[10];
636    
637     strcpy (buf, " ");
638 root 1.11
639 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
640 root 1.4 {
641     sprintf (buf2, "%2d", x);
642     strcat (buf, buf2);
643 elmex 1.1 }
644 root 1.11
645 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
646 root 1.11
647 root 1.10 for (y = 0; y < op->contr->ns->mapy; y++)
648 root 1.4 {
649     sprintf (buf, "%2d:", y);
650 root 1.11
651 root 1.10 for (x = 0; x < op->contr->ns->mapx; x++)
652 root 1.4 {
653     sprintf (buf2, " %1d", op->contr->blocked_los[x][y]);
654     strcat (buf, buf2);
655 root 1.2 }
656 root 1.11
657 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, buf);
658 elmex 1.1 }
659     }
660    
661     /*
662     * make_sure_seen: The object is supposed to be visible through walls, thus
663     * check if any players are nearby, and edit their LOS array.
664     */
665    
666 root 1.4 void
667     make_sure_seen (const object *op)
668     {
669 root 1.11 for_all_players (pl)
670 root 1.4 if (pl->ob->map == op->map &&
671 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
672     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)
673     pl->blocked_los[pl->ns->mapx / 2 + op->x - pl->ob->x][pl->ns->mapy / 2 + op->y - pl->ob->y] = 0;
674 elmex 1.1 }
675    
676     /*
677     * make_sure_not_seen: The object which is supposed to be visible through
678     * walls has just been removed from the map, so update the los of any
679     * players within its range
680     */
681    
682 root 1.4 void
683     make_sure_not_seen (const object *op)
684     {
685 root 1.11 for_all_players (pl)
686 root 1.4 if (pl->ob->map == op->map &&
687 root 1.10 pl->ob->y - pl->ns->mapy / 2 <= op->y &&
688     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)
689 root 1.4 pl->do_los = 1;
690 elmex 1.1 }