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 |
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* 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 |
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* the Free Software Foundation, either version 3 of the License, or |
11 |
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* (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 |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
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* 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 |
|
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* 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 |
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/* Nov 95 - inserted USE_LIGHTING code stuff in here - b.t. */ |
25 |
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26 |
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#include <global.h> |
27 |
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#include <math.h> |
28 |
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29 |
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/* Distance must be less than this for the object to be blocked. |
30 |
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* An object is 1.0 wide, so if set to 0.5, it means the object |
31 |
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* that blocks half the view (0.0 is complete block) will |
32 |
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* block view in our tables. |
33 |
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* .4 or less lets you see through walls. .5 is about right. |
34 |
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*/ |
35 |
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36 |
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#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 |
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{ |
41 |
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int x[4], y[4]; |
42 |
elmex |
1.1 |
int index; |
43 |
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} blocks; |
44 |
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45 |
root |
1.23 |
// 31/32 == a speed hack |
46 |
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// we would like to use 32 for speed, but the code loops endlessly |
47 |
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// then, reason not yet identified, so only make the array use 32, |
48 |
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// not the define's. |
49 |
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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 |
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/* |
54 |
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* Used to initialise the array used by the LOS routines. |
55 |
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* What this sets if that x,y blocks the view of bx,by |
56 |
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* This then sets up a relation - for example, something |
57 |
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* at 5,4 blocks view at 5,3 which blocks view at 5,2 |
58 |
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* etc. So when we check 5,4 and find it block, we have |
59 |
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* the data to know that 5,3 and 5,2 and 5,1 should also |
60 |
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* be blocked. |
61 |
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*/ |
62 |
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63 |
root |
1.4 |
static void |
64 |
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set_block (int x, int y, int bx, int by) |
65 |
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{ |
66 |
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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 |
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*/ |
70 |
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for (i = 0; i < index; i++) |
71 |
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{ |
72 |
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if (block[x][y].x[i] == bx && block[x][y].y[i] == by) |
73 |
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return; |
74 |
elmex |
1.1 |
} |
75 |
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76 |
root |
1.4 |
block[x][y].x[index] = bx; |
77 |
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block[x][y].y[index] = by; |
78 |
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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 |
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} |
83 |
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84 |
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/* |
85 |
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* initialises the array used by the LOS routines. |
86 |
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*/ |
87 |
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|
88 |
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/* since we are only doing the upper left quadrant, only |
89 |
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* these spaces could possibly get blocked, since these |
90 |
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* are the only ones further out that are still possibly in the |
91 |
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* sightline. |
92 |
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*/ |
93 |
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94 |
root |
1.4 |
void |
95 |
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init_block (void) |
96 |
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{ |
97 |
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int x, y, dx, dy, i; |
98 |
root |
1.24 |
static int block_x[3] = { -1, -1, 0 }, |
99 |
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block_y[3] = { -1, 0, -1 }; |
100 |
root |
1.4 |
|
101 |
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for (x = 0; x < MAP_CLIENT_X; x++) |
102 |
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for (y = 0; y < MAP_CLIENT_Y; y++) |
103 |
root |
1.24 |
block[x][y].index = 0; |
104 |
root |
1.4 |
|
105 |
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106 |
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/* The table should be symmetric, so only do the upper left |
107 |
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* quadrant - makes the processing easier. |
108 |
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*/ |
109 |
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for (x = 1; x <= MAP_CLIENT_X / 2; x++) |
110 |
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{ |
111 |
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for (y = 1; y <= MAP_CLIENT_Y / 2; y++) |
112 |
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{ |
113 |
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for (i = 0; i < 3; i++) |
114 |
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{ |
115 |
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dx = x + block_x[i]; |
116 |
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dy = y + block_y[i]; |
117 |
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118 |
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/* center space never blocks */ |
119 |
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if (x == MAP_CLIENT_X / 2 && y == MAP_CLIENT_Y / 2) |
120 |
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continue; |
121 |
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122 |
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/* If its a straight line, its blocked */ |
123 |
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if ((dx == x && x == MAP_CLIENT_X / 2) || (dy == y && y == MAP_CLIENT_Y / 2)) |
124 |
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{ |
125 |
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/* For simplicity, we mirror the coordinates to block the other |
126 |
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* quadrants. |
127 |
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*/ |
128 |
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set_block (x, y, dx, dy); |
129 |
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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 |
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else |
135 |
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{ |
136 |
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float d1, r, s, l; |
137 |
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|
138 |
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/* We use the algorihm that found out how close the point |
139 |
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* (x,y) is to the line from dx,dy to the center of the viewable |
140 |
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* area. l is the distance from x,y to the line. |
141 |
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* r is more a curiosity - it lets us know what direction (left/right) |
142 |
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* the line is off |
143 |
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*/ |
144 |
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|
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 |
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s = (float) ((dy - y) * (MAP_CLIENT_X / 2 - dx) - (dx - x) * (MAP_CLIENT_Y / 2 - dy)) / d1; |
148 |
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l = FABS (sqrt (d1) * s); |
149 |
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|
150 |
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if (l <= SPACE_BLOCK) |
151 |
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{ |
152 |
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/* For simplicity, we mirror the coordinates to block the other |
153 |
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* quadrants. |
154 |
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*/ |
155 |
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set_block (x, y, dx, dy); |
156 |
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set_block (MAP_CLIENT_X - x - 1, y, MAP_CLIENT_X - dx - 1, dy); |
157 |
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set_block (x, MAP_CLIENT_Y - y - 1, dx, MAP_CLIENT_Y - dy - 1); |
158 |
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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 |
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} |
161 |
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} |
162 |
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} |
163 |
elmex |
1.1 |
} |
164 |
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} |
165 |
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166 |
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/* |
167 |
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* Used to initialise the array used by the LOS routines. |
168 |
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* x,y are indexes into the blocked[][] array. |
169 |
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* This recursively sets the blocked line of sight view. |
170 |
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* From the blocked[][] array, we know for example |
171 |
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* that if some particular space is blocked, it blocks |
172 |
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* the view of the spaces 'behind' it, and those blocked |
173 |
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* spaces behind it may block other spaces, etc. |
174 |
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* In this way, the chain of visibility is set. |
175 |
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*/ |
176 |
root |
1.4 |
static void |
177 |
|
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set_wall (object *op, int x, int y) |
178 |
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{ |
179 |
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int i; |
180 |
elmex |
1.1 |
|
181 |
root |
1.4 |
for (i = 0; i < block[x][y].index; i++) |
182 |
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{ |
183 |
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int dx = block[x][y].x[i], dy = block[x][y].y[i], ax, ay; |
184 |
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185 |
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/* ax, ay are the values as adjusted to be in the |
186 |
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* socket look structure. |
187 |
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*/ |
188 |
root |
1.10 |
ax = dx - (MAP_CLIENT_X - op->contr->ns->mapx) / 2; |
189 |
|
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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 |
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* code wants the los to start from the 0,0 |
198 |
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* and not be relative to middle of los array. |
199 |
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*/ |
200 |
|
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op->contr->blocked_los[ax][ay] = 100; |
201 |
|
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set_wall (op, dx, dy); |
202 |
elmex |
1.1 |
} |
203 |
|
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} |
204 |
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205 |
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/* |
206 |
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* Used to initialise the array used by the LOS routines. |
207 |
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* op is the object, x and y values based on MAP_CLIENT_X and Y. |
208 |
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* this is because they index the blocked[][] arrays. |
209 |
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*/ |
210 |
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211 |
root |
1.4 |
static void |
212 |
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check_wall (object *op, int x, int y) |
213 |
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{ |
214 |
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int ax, ay; |
215 |
elmex |
1.1 |
|
216 |
root |
1.4 |
if (!block[x][y].index) |
217 |
|
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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 |
|
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ay = y - (MAP_CLIENT_Y - op->contr->ns->mapy) / 2; |
222 |
root |
1.4 |
|
223 |
|
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/* If the converted coordinates are outside the viewable |
224 |
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* area for the client, return now. |
225 |
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*/ |
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 |
|
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#if 0 |
230 |
root |
1.4 |
LOG (llevDebug, "check_wall, ax,ay=%d, %d x,y = %d, %d blocksview = %d, %d\n", |
231 |
|
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ax, ay, x, y, op->x + x - MAP_CLIENT_X / 2, op->y + y - MAP_CLIENT_Y / 2); |
232 |
elmex |
1.1 |
#endif |
233 |
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|
234 |
root |
1.4 |
/* If this space is already blocked, prune the processing - presumably |
235 |
|
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* whatever has set this space to be blocked has done the work and already |
236 |
|
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* done the dependency chain. |
237 |
|
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*/ |
238 |
|
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if (op->contr->blocked_los[ax][ay] == 100) |
239 |
|
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return; |
240 |
elmex |
1.1 |
|
241 |
|
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|
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 |
|
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set_wall (op, x, y); |
244 |
elmex |
1.1 |
} |
245 |
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|
246 |
|
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/* |
247 |
|
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* Clears/initialises the los-array associated to the player |
248 |
|
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* controlling the object. |
249 |
|
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*/ |
250 |
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|
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 |
|
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* actually going to use |
258 |
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*/ |
259 |
root |
1.27 |
memset (pl->blocked_los, 0, MAP_CLIENT_X * MAP_CLIENT_Y); |
260 |
elmex |
1.1 |
} |
261 |
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|
262 |
|
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/* |
263 |
|
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* expand_sight goes through the array of what the given player is |
264 |
|
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* able to see, and expands the visible area a bit, so the player will, |
265 |
|
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* to a certain degree, be able to see into corners. |
266 |
|
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* This is somewhat suboptimal, would be better to improve the formula. |
267 |
|
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*/ |
268 |
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|
269 |
root |
1.4 |
static void |
270 |
|
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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 |
|
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for (y = 1; y < op->contr->ns->mapy - 1; y++) |
276 |
root |
1.4 |
{ |
277 |
|
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if (!op->contr->blocked_los[x][y] && |
278 |
|
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!(get_map_flags (op->map, NULL, |
279 |
root |
1.10 |
op->x - op->contr->ns->mapx / 2 + x, |
280 |
|
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op->y - op->contr->ns->mapy / 2 + y, NULL, NULL) & (P_BLOCKSVIEW | P_OUT_OF_MAP))) |
281 |
root |
1.4 |
{ |
282 |
|
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|
283 |
|
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for (i = 1; i <= 8; i += 1) |
284 |
|
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{ /* mark all directions */ |
285 |
|
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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 |
|
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} |
291 |
|
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} |
292 |
|
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|
293 |
root |
1.14 |
if (op->map->darkness > 0) /* player is on a dark map */ |
294 |
root |
1.4 |
expand_lighted_sight (op); |
295 |
|
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|
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 |
|
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|
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 |
|
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|
309 |
root |
1.4 |
int |
310 |
|
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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 |
} |